i was asking, if the upgrade instead of replacing the unit modele could just change all affected units into a new unit.
i guess the best example would be the bunker turning into a fort.
the unit/building already exists in the game data, its stats are already pre set and so on.
the upgrade i was thinking of would be like an advanced training program or special forces upgrade that would boost the stats and appearance of the units.
kind of like a one way transformers transformation?
but yes when it comes to the data related field of the world editor, i know little about it, but i can make maps ^_^
alright then, if you actually want the unit itself to change that will be a bit more complicated. you need to make a morph ability that is autocasted, but doesn't show up on the command card (don't give it a button). make that ability transient and have no cost. make a requirement that in order to use the morph, you have to have researched your upgrade and give this requirement it to said ability. then set the morph to change into your new unit.
a morph ability and an upgrade are two very different things. you cannot "copy" one and turn it into the other. the best you can do is make a morph look like an upgrade to the player- which is what I described above. I would recommend just changing the stats with the upgrade to match the desired unit, and then using the system I showed in the video. if you want it to add abilities, give the abilities to the unit and have the requirement of getting that upgrade to show the button.
the Templar/dark Templar archon morph is not something I work with often, but I don't think that applies to this situation. frankly the options I mentioned are the only ways. (or at least that I know of).
Well, like I said in an earlier post. He could look into how they do it in HoTS, and try to figure that out. In the army categories and army units section of the data editor.
This guy said copying 2 actor events was too hard. I doubt he could look into that, then reverse enginer it to fit his needs. Guess it is technicay possible tho
1. make new validator. type is player requirement, copy from zergling upgraded.
2. note the requirement field. (it should have "have metabolic boost" in that field to start out with.
when this validator validates a unit, what it does is check if the owning player meets the requirement you put in this field. "have metabolic boost" means that the owning player must have researched metabolic boost for the validator to validate it. we want to change this to a requirement that makes the player have YOUR CUSTOM upgrade researched.
3. make a new requirement from scratch. in the "use" field, have "count upgrade" and set it you your upgrade. then select completed (I do this at 5:20)
4. go back to your validator and put your newly created requirement in the requirement field. (I do this at 6:05)
5. go back to the units actor event we made and put this validator in the validator field. (I do this at 6:39)
@MaskedImposter: Go
unfortunately not =P
@joey101d: Go
i was asking, if the upgrade instead of replacing the unit modele could just change all affected units into a new unit.
i guess the best example would be the bunker turning into a fort.
the unit/building already exists in the game data, its stats are already pre set and so on.
the upgrade i was thinking of would be like an advanced training program or special forces upgrade that would boost the stats and appearance of the units.
kind of like a one way transformers transformation?
but yes when it comes to the data related field of the world editor, i know little about it, but i can make maps ^_^
alright then, if you actually want the unit itself to change that will be a bit more complicated. you need to make a morph ability that is autocasted, but doesn't show up on the command card (don't give it a button). make that ability transient and have no cost. make a requirement that in order to use the morph, you have to have researched your upgrade and give this requirement it to said ability. then set the morph to change into your new unit.
could i copy the T/DT morph ability to do this but change it into an upgrade effecting all units of that type?
a morph ability and an upgrade are two very different things. you cannot "copy" one and turn it into the other. the best you can do is make a morph look like an upgrade to the player- which is what I described above. I would recommend just changing the stats with the upgrade to match the desired unit, and then using the system I showed in the video. if you want it to add abilities, give the abilities to the unit and have the requirement of getting that upgrade to show the button.
the Templar/dark Templar archon morph is not something I work with often, but I don't think that applies to this situation. frankly the options I mentioned are the only ways. (or at least that I know of).
@joey101d: Go
Well, like I said in an earlier post. He could look into how they do it in HoTS, and try to figure that out. In the army categories and army units section of the data editor.
@masked
This guy said copying 2 actor events was too hard. I doubt he could look into that, then reverse enginer it to fit his needs. Guess it is technicay possible tho
i can do little things in the data, if i had a map and a compass ...... and GPS i could probably do this ..... eventually.
I do have HOTS, so with that in mind if it changes anything, what would be the 2 best ways to do it?
A .......
or
B.........
follow the video to change the model, then make the upgrade itself change the units stats to match the desired unit. that is by far the easiest way.
very good, i shall give that a try and see how far i get before being sucked into the realm of totally lost ;)
bloody bleeping hell.
every other step i take and the thing wants to crash.
the tutorial, a little on the fast side but im getting it ..... when its not crashing >_>
Sorry about being a little fast, though there isn't mich I can do regarding your computer crashing- other than telling you to Save often
<double post>
i know, just really frustrating .... and it was 2AM ^_^
i got stuck when you were showing the validator requirement, couldn't see what you were opening up there
Sorry but I'm in class at the moment. I'll get home in about an hour to an hour and a half. Give the time stamp and I'll look into it when I get home.
4:18+
alright. sorry for the delay, I had things to do.
1. make new validator. type is player requirement, copy from zergling upgraded. 2. note the requirement field. (it should have "have metabolic boost" in that field to start out with.
when this validator validates a unit, what it does is check if the owning player meets the requirement you put in this field. "have metabolic boost" means that the owning player must have researched metabolic boost for the validator to validate it. we want to change this to a requirement that makes the player have YOUR CUSTOM upgrade researched.
3. make a new requirement from scratch. in the "use" field, have "count upgrade" and set it you your upgrade. then select completed (I do this at 5:20) 4. go back to your validator and put your newly created requirement in the requirement field. (I do this at 6:05) 5. go back to the units actor event we made and put this validator in the validator field. (I do this at 6:39)
how did you open up the validator properties?
my options along the top look different than yours, i think im missing a few things. (along the line of file etc)
i don't suppose you would be willing to take a look at what i have would you?
sure, post it here or pm me the file.
i have all the dependencies unlocked, even the WC3 ones