Hi guys, I'm new to map editing and if this has been asked before, then I apologize but I've tried surfing the web, watching YouTube videos, and searching within this forum and nothing has helped answer my question. I'm trying to give a High Templar a weapon (Like the WDE #9 Challenge) and everyone in that forum already seems to know what they're doing, for the videos they have posted have shown some impressive results, yet there was no tutorial. I've tried downloading the maps and exploring the data editor as to how exactly they attached a weapon to the High Templar but I have had no such luck. When I go to the combat tab on the custom unit I created (based on the High Templar) there is no section for adding weapons like there was for these maps I downloaded as a point of reference. I've also tried adding the attack ability but there is no option to add a specific kind of attack with it. What am I missing here? How do I go about attaching actors, effects, models, and most important of all - Weapons to my custom units? Any help would be much appreciated and thanks in advance.
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EDIT: My first inquiry has been solved, thanks for the help! A new question arises, and I didn't feel creating a whole new thread was necessary. I figured out how to apply an attack to the High Templar, I used the Psionic Shockwave from the Protoss Archon, however I can't figure out how to apply an attack animation with it. The videos/examples I've seen they've applied some form of animation to complement the attack. I don't know if it would fall under actors, effects, behaviors, or models. Is there anyone who could provide some guidance as to how I could accomplish this? Thanks in advance.
theres ALWAYS a weapon slot : Combat Weapon + ( type that int he editor , it should come up.) changed the weapon ( not the turret )
then add the attack ability , then go to the COMMAND CARD!! and add the attack Ability ( just use a premade button )
for adding the weapon actor , so your HIGHT TEMPLAR looks like hes holding a machine gun or something LOL . im not sure how to do that yet ( im nto that good lol )
i have high templars in my RPG , they use the cannon: phase cannon weapon
Thank you for your reply, however I don't fully understand what you're trying to tell me. I did try typing "Combat Weapon" into the search feature in the Data Editor under a variety of fields and nothing showed up. As far as there "Always" being a weapon slot, I'm afraid that's not the case or I would not be asking for help. Under the combat tab all that shows up for a High Templar is Attack Target Priority, Death Reveal Radius, and Kill Experience. Where on these other maps that I've researched as a point of reference DO have a weapon slot, which is why this is confusing to me. As far as the Command Card, I understand that and have already added an attack option but the problem is that I haven't figured out how to attach a weapon to attack with. So when I test my map and tell it to attack something obviously nothing happens.
hmmm , thats weired. it SHOULD have a weapon slot int he COMMBAT area .
try for fun to look up a ORIGINAL Templar see if he has a Combat - weapon+ field . if it does , try to REDUPLICATE the templar and make sure you duplicated everything.
OR if that STILL doesnt work . easy way out LOL . ( i do this all the time , great work arround )<
Duplicate a MARINE , and change his actor to a Templar , lol. and give it the same stats that your templar had. ( make sure to change ALL the actors ( int he maina ctor field ) , potrait -build , model ect... cause you might end up having a Templar but you click on it . you see a marine in the portrait . lol
As I've said before there is no weapon slot in the combat area, only those three fields that I mentioned above. I did double check the original High Templar unit in the Data Editor and it's the same situation as expected, considering all I've done with my custom units is copying from the High Templar itself. As far as duplicating an existing unit with a weapon, I am aware of that workaround for I was successful with it before, but it seems like I shouldn't have to do that, considering I've seen other people modify the High Templar Directly. So I know it is possible and I would like to learn how for my information. Make no mistake, I do appreciate your efforts to help.
OMG! LOL @ Kueken531 : he probly just doesnt have all the fileds available to him , HAHA
cause i know for a FACT that the hight templar has a Weapon+ . im looking at it right now!!!
@ Lifias69 ; at the top of the data etitor in the filed section : make sure you click on ALL the brown buttons , cause shit , EVAN buildings have weapon slots.
someone should screen shot the 5 toggleable buttons up to right of window for him/her. also show him/her the drop down menu for the unit tab.
so you look at the unit high templar and with all 5 of the fields toggled on you will now see a list of lots of attributes and it should be under combat weapon like everyone else said
Thanks again everyone, I'm glad this forum is full of supportive individuals instead of the usual trolls I've dealt with at other sites. Thanks Borg Dragon, I didn't realize that was you on the YouTube site.
Everything you see, whether it be an Attack or a Unit are done through Actors, you might want to look at the Archons Psionic Shockwave Actors, and that should lead you in the direction your looking for.
Thanks I figured this out as well, I was excited with me finally achieving success I kept going. I discovered it was under the events tab. However I'm curious as to how you can select a specific animation. I only copied the animation that the High Templar does when he initiates a Psi Storm. Obviously adequate for my needs, but out of curiousity I was wondering how you can choose a specific animation. Some videos I've seen the High Templar has lifted both hands to the sides and looked up, or extends one hand forward. etc. The only way they're labled is "Play Animation AA" or "Play Animation BB" Any ideas?
Do you know how to make an actor play an animation? If not, its in events+ in the actor field... for things like beam actors or model actors, you would so something like
Actor Creation
Animation Play
custom name (can be whatever you want, used to reference the animation later in the actor)
Animation Properties
Blend in, Blend Out, Time, and Time type
For animation properties, you need to look at the model your using. For the high templar, you can find the model, open up the model field, and click the "view in previewer" button. At the bottom right it will tell you what animation properties it is showing you, like "Stand (3)". You can right click on that and view all of the model's different animations. To make the HT play one of these anims when it attacks, open the HT actor. You should see something like "abil.psistorm.source cast start" or something similar, and then an animation play action underneath it.
In animation properties, you can type in the name of the animation your using... and you can use multiple drop downs to get the name right. For example, there is no "Spell A" option in the dropdown, so you have to select. "Spell" then click on the next dropdown underneath that, and select "A".
Hi guys, I'm new to map editing and if this has been asked before, then I apologize but I've tried surfing the web, watching YouTube videos, and searching within this forum and nothing has helped answer my question. I'm trying to give a High Templar a weapon (Like the WDE #9 Challenge) and everyone in that forum already seems to know what they're doing, for the videos they have posted have shown some impressive results, yet there was no tutorial. I've tried downloading the maps and exploring the data editor as to how exactly they attached a weapon to the High Templar but I have had no such luck. When I go to the combat tab on the custom unit I created (based on the High Templar) there is no section for adding weapons like there was for these maps I downloaded as a point of reference. I've also tried adding the attack ability but there is no option to add a specific kind of attack with it. What am I missing here? How do I go about attaching actors, effects, models, and most important of all - Weapons to my custom units? Any help would be much appreciated and thanks in advance.
--------------------------------EDIT: My first inquiry has been solved, thanks for the help! A new question arises, and I didn't feel creating a whole new thread was necessary. I figured out how to apply an attack to the High Templar, I used the Psionic Shockwave from the Protoss Archon, however I can't figure out how to apply an attack animation with it. The videos/examples I've seen they've applied some form of animation to complement the attack. I don't know if it would fall under actors, effects, behaviors, or models. Is there anyone who could provide some guidance as to how I could accomplish this? Thanks in advance.
theres ALWAYS a weapon slot : Combat Weapon + ( type that int he editor , it should come up.) changed the weapon ( not the turret )
then add the attack ability , then go to the COMMAND CARD!! and add the attack Ability ( just use a premade button )
for adding the weapon actor , so your HIGHT TEMPLAR looks like hes holding a machine gun or something LOL . im not sure how to do that yet ( im nto that good lol )
i have high templars in my RPG , they use the cannon: phase cannon weapon
Thank you for your reply, however I don't fully understand what you're trying to tell me. I did try typing "Combat Weapon" into the search feature in the Data Editor under a variety of fields and nothing showed up. As far as there "Always" being a weapon slot, I'm afraid that's not the case or I would not be asking for help. Under the combat tab all that shows up for a High Templar is Attack Target Priority, Death Reveal Radius, and Kill Experience. Where on these other maps that I've researched as a point of reference DO have a weapon slot, which is why this is confusing to me. As far as the Command Card, I understand that and have already added an attack option but the problem is that I haven't figured out how to attach a weapon to attack with. So when I test my map and tell it to attack something obviously nothing happens.
hmmm , thats weired. it SHOULD have a weapon slot int he COMMBAT area .
try for fun to look up a ORIGINAL Templar see if he has a Combat - weapon+ field . if it does , try to REDUPLICATE the templar and make sure you duplicated everything.
OR if that STILL doesnt work . easy way out LOL . ( i do this all the time , great work arround )<
Duplicate a MARINE , and change his actor to a Templar , lol. and give it the same stats that your templar had. ( make sure to change ALL the actors ( int he maina ctor field ) , potrait -build , model ect... cause you might end up having a Templar but you click on it . you see a marine in the portrait . lol
As I've said before there is no weapon slot in the combat area, only those three fields that I mentioned above. I did double check the original High Templar unit in the Data Editor and it's the same situation as expected, considering all I've done with my custom units is copying from the High Templar itself. As far as duplicating an existing unit with a weapon, I am aware of that workaround for I was successful with it before, but it seems like I shouldn't have to do that, considering I've seen other people modify the High Templar Directly. So I know it is possible and I would like to learn how for my information. Make no mistake, I do appreciate your efforts to help.
Add a weapon to the hight templar? If so..go to ur unit.."Combat-Weapon:(Desired Weapon)" and it haves the Weapon Field...-"Combat - Weapon+"
Make sure you have enabled the "Show Advanced Fields" and "Show Default Values" view options.
OMG! LOL @ Kueken531 : he probly just doesnt have all the fileds available to him , HAHA
cause i know for a FACT that the hight templar has a Weapon+ . im looking at it right now!!!
@ Lifias69 ; at the top of the data etitor in the filed section : make sure you click on ALL the brown buttons , cause shit , EVAN buildings have weapon slots.
Ahh, I see. I had a feeling it was something simple. I feel slightly dumb now. Haha, thanks again for all of your replies.
@Lifias69: Go
there is no such thing as a stupid question, so don't feel dumb. The most simplistic things stump everyone at times
Welcome to the Forums Lifias. I'm the one who referred you to the website from my youtube video :)
Good Luck with everything :)
someone should screen shot the 5 toggleable buttons up to right of window for him/her. also show him/her the drop down menu for the unit tab.
so you look at the unit high templar and with all 5 of the fields toggled on you will now see a list of lots of attributes and it should be under combat weapon like everyone else said
Thanks again everyone, I'm glad this forum is full of supportive individuals instead of the usual trolls I've dealt with at other sites. Thanks Borg Dragon, I didn't realize that was you on the YouTube site.
I edited my original post with a new question, I'd appreciate it if someone could help me out with this new problem. Thanks.
Everything you see, whether it be an Attack or a Unit are done through Actors, you might want to look at the Archons Psionic Shockwave Actors, and that should lead you in the direction your looking for.
Thanks I figured this out as well, I was excited with me finally achieving success I kept going. I discovered it was under the events tab. However I'm curious as to how you can select a specific animation. I only copied the animation that the High Templar does when he initiates a Psi Storm. Obviously adequate for my needs, but out of curiousity I was wondering how you can choose a specific animation. Some videos I've seen the High Templar has lifted both hands to the sides and looked up, or extends one hand forward. etc. The only way they're labled is "Play Animation AA" or "Play Animation BB" Any ideas?
Do you know how to make an actor play an animation? If not, its in events+ in the actor field... for things like beam actors or model actors, you would so something like
Actor Creation
Animation Play
custom name (can be whatever you want, used to reference the animation later in the actor)
Animation Properties
Blend in, Blend Out, Time, and Time type
For animation properties, you need to look at the model your using. For the high templar, you can find the model, open up the model field, and click the "view in previewer" button. At the bottom right it will tell you what animation properties it is showing you, like "Stand (3)". You can right click on that and view all of the model's different animations. To make the HT play one of these anims when it attacks, open the HT actor. You should see something like "abil.psistorm.source cast start" or something similar, and then an animation play action underneath it.
In animation properties, you can type in the name of the animation your using... and you can use multiple drop downs to get the name right. For example, there is no "Spell A" option in the dropdown, so you have to select. "Spell" then click on the next dropdown underneath that, and select "A".
@Nahotnoj Thank you for the information, very useful, I'll definitely give this a try.