Okay. This problem is 5 years old, and yet, some have solved it BUT ARE RELUCTANT TO ANSWER (not naming anyone, lol).
Anyways...
I have been able to make it so that when you use the "colony infestation" ability on a Terran structure, it applies the colony infestation behavior, as well as the model... however, the command card stays the same. I can't train infested units, only SCVs. This means that upon being infested, the structure did not "morph" to the infestable infested Command Center, which does have the correct command card.
Basically.... How can I make it so that a behavior (colony infestation) activates an ability morph (CC >>> Infested CC)? Preferably without triggers?
Thank you for any future replies, and uh, can we please solve this problem once and for all??
(P.S, yes, I have already done research on my topic before posting this. in fact, it's been 1 hour, 13 minutes of pure surfing and still, nothing).
Make it an automatic morph but validated by a Unit Compare Behavior Count validator. That way when the behaviour is applied to the unit it starts to morph.
Alright. So, I set it to automatic, and even though the validator is under "validator array" and "autocast validator" areas, the building now morphs staight away.
Perhaps I set up the validator wrong?? Its "equal to"... I feel like that is the error here, but im not sure, haha.
Alternatively, you can add infested units to train ability, add buttons for training infested units, but have infested/normal units use additional requirement/modify existing requirement. Personally I couldn't get the morph ability to work correctly for me and had loads of actor related problems with it, so this is my work-around. Example:
Marauder train requirement:
Use: - Unit Compare Count / Tech Lab / Completed at unit
As soon as the structure is infested, Marauder's button disappears. You can have another button underneath it with simple "Show: Compare Behavior Count / Colony Infestation >=1" and Marauder button will be replaced with the button of your infested unit.
Benefit of this way is that you don't have to duplicate buildings or anything, you just use requirements to show/hide appropriate buttons.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Another method of doing it would be to have the behaviour apply an Issue Order effect to the CC linked to the Morph ability which you have also added to the CC. As DSE says though, there are many ways of solving it.
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Okay. This problem is 5 years old, and yet, some have solved it BUT ARE RELUCTANT TO ANSWER (not naming anyone, lol).
Anyways...
I have been able to make it so that when you use the "colony infestation" ability on a Terran structure, it applies the colony infestation behavior, as well as the model... however, the command card stays the same. I can't train infested units, only SCVs. This means that upon being infested, the structure did not "morph" to the infestable infested Command Center, which does have the correct command card.
Basically.... How can I make it so that a behavior (colony infestation) activates an ability morph (CC >>> Infested CC)? Preferably without triggers?
Thank you for any future replies, and uh, can we please solve this problem once and for all??
(P.S, yes, I have already done research on my topic before posting this. in fact, it's been 1 hour, 13 minutes of pure surfing and still, nothing).
Make it an automatic morph but validated by a Unit Compare Behavior Count validator. That way when the behaviour is applied to the unit it starts to morph.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Alright. So, I set it to automatic, and even though the validator is under "validator array" and "autocast validator" areas, the building now morphs staight away.
Perhaps I set up the validator wrong?? Its "equal to"... I feel like that is the error here, but im not sure, haha.
If you need pictures I can gladly provide. :D
Thanks for helping btw
@bvanseghi: Go
!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I forgot to set the value to 1. It now works all fine!!!!!!
Omg, this problem has been within the community for years. i must document........ thank you!
Tutorial up soon on how to work infestation!
Alternatively, you can add infested units to train ability, add buttons for training infested units, but have infested/normal units use additional requirement/modify existing requirement. Personally I couldn't get the morph ability to work correctly for me and had loads of actor related problems with it, so this is my work-around. Example:
Marauder train requirement:
Use: - Unit Compare Count / Tech Lab / Completed at unit
Show: - Not / Compare Behavior Count / Colony Infestation >=1
As soon as the structure is infested, Marauder's button disappears. You can have another button underneath it with simple "Show: Compare Behavior Count / Colony Infestation >=1" and Marauder button will be replaced with the button of your infested unit.
Benefit of this way is that you don't have to duplicate buildings or anything, you just use requirements to show/hide appropriate buttons.
Sent you PM for how its done in my mod
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@NazaraSC2: Go
But the way DSE suggested works fine though?????? and...... All you do is add one event under the actors and done.....
Many roads lead to Rome.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Another method of doing it would be to have the behaviour apply an Issue Order effect to the CC linked to the Morph ability which you have also added to the CC. As DSE says though, there are many ways of solving it.