Hey there, I am currently working on a space map and have a few questions, some are Trigger related, but most are Data related so I put it in the Data Forum, hope that's ok!
1.) How can I get a unit to fire multiple weapons at a time? Such as, I add Longbolt Missiles to my Battlecruiser, how do I get those to fire at the same time as the laser batteries (assuming there both in range)? I tried to find answers for this but had no luck, if you know where to find the answer please point me in the right direction! Unfortunately though I couldn't find much on creating a space map.
2.) How can I get the same weapon to target multiple enemies at the same time? Such as the laser batteries on the Gorgon Battlecruiser will shoot at several different targets. Say I have Longbot missiles on a Battlecuiser, however instead of firing 2 it fires 5, and I want them to split between 3 different targets? Or I have the laser batteries on the Battlecuiser but want each shot to randomly go between several different enemies in range.
3.) How do I actually remove the terrain and make it become space? I have hidden the terrain with a trigger "Hide terrain cells in Region 001", but it stills shows the terrain on the map.
4.) After question 3, then how do I actually make the background space with stars/planets, and not just blackness?
5.) How can I show a permanent vortex on the map? I want it to represent say a wormhole, but I can't figure out how to get a vortex to stay on the map.
6.) Been awhile since I edited Attack Count, but don't you have to change 2 different things for it to fire multiple shots? Such as I want the banshee to fire 5 rockets instead of 2. Isn't there one thing you change for the UI then for the actual weapon itself? I'm having trouble finding the weapon part. Where would I find those options?
7.) How can I have a unit fire as it's moving? Such as I want to be able to move my Battlecruiser around while it's firing all of it's weapons.
I may have more questions as they come along as I develop the map. I will post them here if I do. Thanks guys!
in the future feel free to break these questions into more threads, especially between categories. it easier for people to search for them later.
1) on the weapon disabled the flag linked cool down. however another issue may occur that both weapons will fire at the same target.
2) leave this one for Drsuperevil, i dont know the answer other than putting units togeather.
3)depends on the tile set, choose a space on then lower the terrain until u see space.
4) automatically has a spacy background but theirs a tutorial somewhere on the forums that tell you how to change it.
5) personaly i would use a trigger to create an actor at a point but there are multiple ways.
6) weapons should have a ui change and the effects also will need to be adjusted, depends on the weapon. easiest way i could think of is find the effect the weapon triggers first then create a set effect. make the weapon call on the set then make the set call on the original effect. you can make a set effect run multiple effects
7) reffer to diamondbacks. i belive theres a flag on the weapon. for battercruisers it should be defaulted to allow slowing.
Many of your questions have been answered already.
1. Untick the flag Linked Cooldown in Weapon: Options +. You need to make sure both weapons have this unticked.
2. The Gorgon does not fire at multiple targets with the same weapon. The only reason it looks like it can in-game is because it actually has 16 weapons with their own turrets that are hidden (only the first weapon is displayed in the command bar) and each attack their own targets individually. You can replicate this by creating duplicates of the same weapon and then hiding the copies. Make sure you assign each weapon a turret as well.
3. The simplest (but not necessarily the quickest or best) way is to use one cliff type and lower the terrain to the lowest level and then hide the lowest level. To do this you first will need to first lower all the cliffs in the Terrain Editor. Go to 'Cliff' in the Terrain palette and then select 'Lower Cliff' to start working on your terrain. After you've finished lowering the map, go into the Data Editor and select the 'Terrain Types' module. Find the terrain you are using and then toggle the field 'Hide Lowest Level'.
However since you are using triggers, the Hide Terrain Cells trigger will do the job, just make sure you're applying it to the entire map though. You still need to make sure your lowest level is hidden however, which leads to...
4. ...this. In order to do this, you need to make sure your map has a background (aka Skybox). There's two kinds of skyboxes, static and parallax. Static skyboxes are just models with no animations, but parallax are animated ones that usually have multiple objects and stuff. Most terrain types do not have a skybox assigned, so for those you will need to add one yourself.
Simply assign one of the spacey-type static skyboxes (i.e. Braxis Alpha Sky Box) to the field Background Model (Fixed), and a parallax one (i.e. Sky Box Port Zion Space Parallax) to Background Model (Not fixed) to get this effect. You also need to make sure your lowest level is hidden alongside using the Hide Terrain Cells trigger.
5. Making a doodad for the Vortex model is the easiest way. Just create a Doodad actor type (so that it inherits all the base data), and then give it the vortex model with a PlayAnimBirth, Play Forever event message (or Stand; I'm not too sure which animation name the Vortex model uses).
6. The count that is displayed on the weapon's command card only shows how many times the weapon fires per 'attack'. What you need to change are the Create Persistent effects that the weapon uses; more specifically the Effect: Period Count and Effect: Period Effects + fields. You can change the Effect: Period Durations + field to adjust the delay between missiles; this does not affect the weapon's cooldown itself. The Wraith or Viking's air-to-air weapons are good examples of how this works.
Also you only use Set to link effects together (i.e. a Create Unit effect with a Timed Life effect for example).
7. The weapons need to have the flag 'Moving' toggled under the Weapon: Allowed Movement. You also need the flags Only Fire At Attack Target and Only Fire While Attacking to be left unticked.
If your unit does not have a turret with a yaw arc of at least 360, then you must give your weapon an arc so that it can actually fire properly on the move. You can edit this in the field Stats: Arc. If you want your unit to be restricted to be only able to fire forward, then set this to 180 or less.
1. Make sure they all have 0 backswing because that prevents other weapons firing for that period.
2. Do not forget the Only Fire At Attack Target flag.
3. Was there not someway to override the minimap image?
4. Use a Skybox model or have a Doodad actor with one that is very big. The one zeratul skybox is great when retextured using the texture select by ID method.
5. If it is just for visuals do as stated in the post above. If it is to do something make it a unit.
6. The UI: Display Attack Count field.
7. Also give the weapon a wide arc if you do not have a turret for it.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
2.) So I took a look at the Gorgon Battlecruiser and how it fires multiple weapons with multiple turrets. Since the Battlecruiser only has one turret, how would I go about making it have more so that multiple weapons of the same type can fire?
New Question: I was doing some testing earlier today and I was having a Battlecruiser kill some mutalisks. Upon having the mutalisk die, they would drop blood onto the invisible terrain below leaving a blood spot floating in the empty space. I would assume that this could also happen with other units, how can I make it so that doesn't happen? My map will involve lots of Zerg killing and I'd rather not have floating blood stains everywhere.. Thanks!
Hey there, I am currently working on a space map and have a few questions, some are Trigger related, but most are Data related so I put it in the Data Forum, hope that's ok!
1.) How can I get a unit to fire multiple weapons at a time? Such as, I add Longbolt Missiles to my Battlecruiser, how do I get those to fire at the same time as the laser batteries (assuming there both in range)? I tried to find answers for this but had no luck, if you know where to find the answer please point me in the right direction! Unfortunately though I couldn't find much on creating a space map.
2.) How can I get the same weapon to target multiple enemies at the same time? Such as the laser batteries on the Gorgon Battlecruiser will shoot at several different targets. Say I have Longbot missiles on a Battlecuiser, however instead of firing 2 it fires 5, and I want them to split between 3 different targets? Or I have the laser batteries on the Battlecuiser but want each shot to randomly go between several different enemies in range.
3.) How do I actually remove the terrain and make it become space? I have hidden the terrain with a trigger "Hide terrain cells in Region 001", but it stills shows the terrain on the map.
4.) After question 3, then how do I actually make the background space with stars/planets, and not just blackness?
5.) How can I show a permanent vortex on the map? I want it to represent say a wormhole, but I can't figure out how to get a vortex to stay on the map.
6.) Been awhile since I edited Attack Count, but don't you have to change 2 different things for it to fire multiple shots? Such as I want the banshee to fire 5 rockets instead of 2. Isn't there one thing you change for the UI then for the actual weapon itself? I'm having trouble finding the weapon part. Where would I find those options?
7.) How can I have a unit fire as it's moving? Such as I want to be able to move my Battlecruiser around while it's firing all of it's weapons.
I may have more questions as they come along as I develop the map. I will post them here if I do. Thanks guys!
in the future feel free to break these questions into more threads, especially between categories. it easier for people to search for them later.
1) on the weapon disabled the flag linked cool down. however another issue may occur that both weapons will fire at the same target.
2) leave this one for Drsuperevil, i dont know the answer other than putting units togeather.
3)depends on the tile set, choose a space on then lower the terrain until u see space.
4) automatically has a spacy background but theirs a tutorial somewhere on the forums that tell you how to change it.
5) personaly i would use a trigger to create an actor at a point but there are multiple ways.
6) weapons should have a ui change and the effects also will need to be adjusted, depends on the weapon. easiest way i could think of is find the effect the weapon triggers first then create a set effect. make the weapon call on the set then make the set call on the original effect. you can make a set effect run multiple effects
7) reffer to diamondbacks. i belive theres a flag on the weapon. for battercruisers it should be defaulted to allow slowing.
Many of your questions have been answered already.
@ChedderCheese21: Go
1. Untick the flag Linked Cooldown in Weapon: Options +. You need to make sure both weapons have this unticked.
2. The Gorgon does not fire at multiple targets with the same weapon. The only reason it looks like it can in-game is because it actually has 16 weapons with their own turrets that are hidden (only the first weapon is displayed in the command bar) and each attack their own targets individually. You can replicate this by creating duplicates of the same weapon and then hiding the copies. Make sure you assign each weapon a turret as well.
3. The simplest (but not necessarily the quickest or best) way is to use one cliff type and lower the terrain to the lowest level and then hide the lowest level. To do this you first will need to first lower all the cliffs in the Terrain Editor. Go to 'Cliff' in the Terrain palette and then select 'Lower Cliff' to start working on your terrain. After you've finished lowering the map, go into the Data Editor and select the 'Terrain Types' module. Find the terrain you are using and then toggle the field 'Hide Lowest Level'.
However since you are using triggers, the Hide Terrain Cells trigger will do the job, just make sure you're applying it to the entire map though. You still need to make sure your lowest level is hidden however, which leads to...
4. ...this. In order to do this, you need to make sure your map has a background (aka Skybox). There's two kinds of skyboxes, static and parallax. Static skyboxes are just models with no animations, but parallax are animated ones that usually have multiple objects and stuff. Most terrain types do not have a skybox assigned, so for those you will need to add one yourself.
Simply assign one of the spacey-type static skyboxes (i.e. Braxis Alpha Sky Box) to the field Background Model (Fixed), and a parallax one (i.e. Sky Box Port Zion Space Parallax) to Background Model (Not fixed) to get this effect. You also need to make sure your lowest level is hidden alongside using the Hide Terrain Cells trigger.
5. Making a doodad for the Vortex model is the easiest way. Just create a Doodad actor type (so that it inherits all the base data), and then give it the vortex model with a PlayAnim Birth, Play Forever event message (or Stand; I'm not too sure which animation name the Vortex model uses).
6. The count that is displayed on the weapon's command card only shows how many times the weapon fires per 'attack'. What you need to change are the Create Persistent effects that the weapon uses; more specifically the Effect: Period Count and Effect: Period Effects + fields. You can change the Effect: Period Durations + field to adjust the delay between missiles; this does not affect the weapon's cooldown itself. The Wraith or Viking's air-to-air weapons are good examples of how this works.
Also you only use Set to link effects together (i.e. a Create Unit effect with a Timed Life effect for example).
7. The weapons need to have the flag 'Moving' toggled under the Weapon: Allowed Movement. You also need the flags Only Fire At Attack Target and Only Fire While Attacking to be left unticked.
If your unit does not have a turret with a yaw arc of at least 360, then you must give your weapon an arc so that it can actually fire properly on the move. You can edit this in the field Stats: Arc. If you want your unit to be restricted to be only able to fire forward, then set this to 180 or less.
@ChedderCheese21: Go
1. Make sure they all have 0 backswing because that prevents other weapons firing for that period.
2. Do not forget the Only Fire At Attack Target flag.
3. Was there not someway to override the minimap image?
4. Use a Skybox model or have a Doodad actor with one that is very big. The one zeratul skybox is great when retextured using the texture select by ID method.
5. If it is just for visuals do as stated in the post above. If it is to do something make it a unit.
6. The UI: Display Attack Count field.
7. Also give the weapon a wide arc if you do not have a turret for it.
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
2.) So I took a look at the Gorgon Battlecruiser and how it fires multiple weapons with multiple turrets. Since the Battlecruiser only has one turret, how would I go about making it have more so that multiple weapons of the same type can fire?
3 + 4.) Thanks, this works great!
Still working on the other ones.
2. Read the tutorial by ProzaicMuze about adding an auto turret to a bunker.
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
New Question: I was doing some testing earlier today and I was having a Battlecruiser kill some mutalisks. Upon having the mutalisk die, they would drop blood onto the invisible terrain below leaving a blood spot floating in the empty space. I would assume that this could also happen with other units, how can I make it so that doesn't happen? My map will involve lots of Zerg killing and I'd rather not have floating blood stains everywhere.. Thanks!
Sounds like you need to remove the death squibs.
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