I made a tower defense map, Tower Raiders.
Here's the problem:
I duplicated Sentry and turned it into a Sentry Robot. I removed movement so it is stationary. It fires only once in game, then never again, and it only fires if the enemy is really close, like basically right next to it. The range is set to 10, which is bigger than a Photon Cannon.
Now in the left side of the data editor, I compared all the stats of another tower, which is basically Photon Cannon, just renamed with a less cost. I compared its' stats to the stats of the Sentry Robot. I compared movement (including turning,) combat, weapon damage and the actual weapon. I compared every stat I could think of besides editor and model since those have no relevance. I copied said stats to try and fix the problem, which did not. It still will not fire except for once. If someone could give me a hand, maybe download my map and look at the data. It's basically a Sentry that won't move.
Another problem I am having is the sentry robot will not turn when it does fire the first time. Could these problems be related?
You didn't compare the Combat - Weapons - Turret fields, since that one is empty at the robot. Without being able to move, it will only be able to attack things right in front of it (direction it is facing), adding a turret solves this problem. What you also can do is changing the weapons stats - arc to 360 so units can be attacked all around the tower.
Thanks, but that didn't fix it. I added the 360 arc, and I added a free rotate turret. I also tried auto-turret instead. Neither worked. The thing is, even when the enemies pass in FRONT of the sentry, it will not fire. I don't know what else to do. I am so frustrated lol.
Thanks! Changing it to photon cannon turret did work. Now my next conundrum is how do I make the sentry robot turn when it attacks instead of just staying motionless.
For a start the middle area of your map needs work. Also if you look the Sentry model lacks a TurretZ attachment point which is vital to make it into a turret. Simple workaround is to make the Unit actor a model with a TurretZ attachment point and attach your sentry as a Model actor onto it as an attachment so when it turns your model turns. The rest is just actor events and maybe a few Site actors. You then use the Set Opacity actor event to make the actor with the turret invisible.
Yeah, I'm brand new to the editor so without step by step details, I am lost. Also, what could I do to improve the middle area? I am totally open to feedback and suggestions.
Well there is a nice figure of 8 the enemy units could pass in but from briefly seeing your way points there is no way you can fully utilize that. As for really beginner help I believe the campaign unit levithan would be a good start with it's tentacles. Read the wiki on the Unit actor and Model actor if you have problems. As a unit actor find a nice one with a TurretZ attachment point using the previewer (pheonix and autoturret are popular) and make that the model for your unit actor. In the actor events near the bottom you will find 6 involved with the weapon/attack ability firing, delete those from the unit actor but remember them for later. Add an event that goes Actor Creation>Set Opacity this action defaults to 0 so makes the actor invisible. Make a Model actor and set the model to your sentry/other unit lacking a turret, set the actor events to Unit Birth.Unit Name>Create and Unit Death.Unit Name>Destroy, also throw in those 6 weapon/attack animation actor events from the default Unit actor here. Under Hosting - Host - Subject set this to your invisible turret Unit actor and then the Hosting - Host Site Operations - Operations to a SOp (Attachment) connecting to the right attachment point on the host model (TurretZ is good). You may want to throw in some more SOp (Offset) into that field to perfect the positioning. Next to that, if the animations are funny just add them to the model actor events, make sure you create the Turret actor and then all should be fine once you create a Site actor that you force the Action actor for the attack to launch from.
Thanks. I started to do what you suggested, but got lost. Again, as I said before, without STEP BY STEP details (like step 1, step 2, etc) you might as well be speaking German to me lol. When I say I am new to the editor, I mean NEW. To make most everything I made in my map so far, I followed OneTwoSC's advance tower defense tutorial, step by step, watching a part of the video, pausing the video, performing the step I just saw in the editor, restarting the video, rinse and repeat lol. There are a few things I did do on my own through trial and error, but with the firing and rotation, I have tried everything I could think of. Same with a couple other problems I have like anti-walling and a better bounty system. You have my thanks though for responding with ideas and suggestions.
Step 3) put the turret in the Combat - Weappns - Turret field of your unit
Step 4) Make a Turret actor and set Attachment - Turret Body - Subject to _Selectable and Attachment - Yaw Query - Moethods to TurretZ.
Step 5) Go to the Event - Events - Send field and create an event of the Turret Enable Msg Type with the Source Name set to that of the turret created in step 2
Step 6) Make/copy a Unit actor. Under the Art - Model+ fields set thse with the exception of the portrait actor to any model with a TurretZ attachment point (able to be seen in previewer)(Pheonix and photon cannon are popular). Under the Event - Events - Send field you wil find a lot of stuff, at the far top are 5 that link the actor to a unit. Change these to your unit from step 1 and take note that the Constuction Msg Type ones have a start and a finish set.
Step 7) Near the bottom you will find 5 in a row that involve the attack ability and the weapon start/stop. Remember these or write them somewhere because you will need them later. Delete them from the Unit actor.
Step 8 ) Add an event and set the Msg Type to Actor Creation and the action to Set Opactiy (this defaults to 0%)
Step 9) Check the UI icons and images of the Unit actor for any artistic changes you wish to make
Step 10) Make a Model actor. Set the Art - Model to the unit you want the turret to look like (in your case sentry or any other unit that lacks a TurretZ attachment).
Step 11) Go to Event - Events - Send and make two events. Set the Msg Type of one to Unit Birth and the other to Unit Death, set both to have the unit from setp 1 as the Source Name. You can then get smart and play with timers (Timer Expired event and Timer Set action) and the Set Scale actions with Construction.Step1Unit.Start to make the construction process look smoother by making it grow from near nothing to the full size.
Step 12) Go to Hosting - Host - Subject and set this to your Unit actor from step 6.
Step 13) Go to Hosting - Host Site Operations - Operations and select SOpAttachWeapon if you used the photon cannon model as the Unit actor (you can add more complex ones but I will only cover that if needed)
Step 14) Create a Site actor, go to Event - Events - Send and make two events. Set the Msg Type of one to Unit Birth and the other to Unit Death, set both to have the unit from setp 1 as the Source Name.
Step 15) Go to Hosting - Host - Subject and set this to your Unit actor from step 10.
Step 16) Go to Hosting - Host Site Operations - Operations and select a SOp that connects to whatever attachment point on your Model actor from step 10 that you want to shoot from.
Step 17) Copy the Action actor from the marauder (because it is the most simple) and go to the Actor - Action Flags field and select Launch Force Site
Step 18) Go to the Target - Launch Site and replace it with your Site actor from step 14.
Step 18) Go to the Event - Events - Send field and link the events to the effects of your weapon (use marine action actor as a simple example) make sure you have the effects set to Start where needed.
Step 19) make the enemies eat lead from your new unit
Step 7) Near the bottom you will find 5 in a row that involve the attack ability and the weapon start/stop. Remember these or write them somewhere because you will need them later. Delete them from the Unit actor.
Ok on this step. Before this you said to copy a UNIT actor. I did. I coped the Sentry. I cannot seem to locate the 5 in a row near the bottom.
On a side note, thank you for taking the time to write these steps out. I hope one day I can help someone else in a similar way.
Also, not that I don't appreciate this, but isn't there just a way to turn a sentry's chase or something off so it just rotates without doing all of this? (cause my tower is basically a sentry with no movement)
But again, is there a way to just turn a unit's (This is a Protoss Sentry) movement off without affecting it's turning?
Think of a marauder. If I made his movement zero but kept his stationary turning rate something high, to me, that should work, but it doesn't. So, there's not an easier way to make the sentry hold position and not move but still turn while firing?
Well the steps I mentioned are the most common method. If you need a recent demo map where a similar principle was used look at the map I uploaded for this thread.
@DrSuperEvil: Go
The 1 through 19 steps you listed? I got halfway through the steps into step seven and got frustrated when I couldn't figure it out so I stopped for now. I will try them tomorrow though,
Well I tried the steps, 1-19. I saved my map first and then renamed it in case I screwed up anything too bad. It didn't work. Either I did something wrong in the steps or I don't know, but I am just going to have to continue with the map relegated to a sentry that doesn't turn when attacking. It kind of looks crappy but I don't see any other option. I even found an ability called turn, but I found out you can't use it unless you put Movement Speed to the lowest value which was something like .00163 or something, and I set the Movement - Stationary Turning Rate and Movement - Turning Rate to the max it would go, and added the ability Turn to both abilities and command card, and the damn thing still wouldn't turn to attack, so I really have no other choice but to leave it as is. Thanks for helping though.
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I made a tower defense map, Tower Raiders. Here's the problem:
I duplicated Sentry and turned it into a Sentry Robot. I removed movement so it is stationary. It fires only once in game, then never again, and it only fires if the enemy is really close, like basically right next to it. The range is set to 10, which is bigger than a Photon Cannon.
Now in the left side of the data editor, I compared all the stats of another tower, which is basically Photon Cannon, just renamed with a less cost. I compared its' stats to the stats of the Sentry Robot. I compared movement (including turning,) combat, weapon damage and the actual weapon. I compared every stat I could think of besides editor and model since those have no relevance. I copied said stats to try and fix the problem, which did not. It still will not fire except for once. If someone could give me a hand, maybe download my map and look at the data. It's basically a Sentry that won't move.
Another problem I am having is the sentry robot will not turn when it does fire the first time. Could these problems be related?
My Map Here
You didn't compare the Combat - Weapons - Turret fields, since that one is empty at the robot. Without being able to move, it will only be able to attack things right in front of it (direction it is facing), adding a turret solves this problem. What you also can do is changing the weapons stats - arc to 360 so units can be attacked all around the tower.
Thanks, but that didn't fix it. I added the 360 arc, and I added a free rotate turret. I also tried auto-turret instead. Neither worked. The thing is, even when the enemies pass in FRONT of the sentry, it will not fire. I don't know what else to do. I am so frustrated lol.
@Rubybeard: Go hmm, I tested with adding a photon cannon turret to your robot unit and it shot all the time if enemies were in range...
@Talon0815: Go
Thanks! Changing it to photon cannon turret did work. Now my next conundrum is how do I make the sentry robot turn when it attacks instead of just staying motionless.
For a start the middle area of your map needs work. Also if you look the Sentry model lacks a TurretZ attachment point which is vital to make it into a turret. Simple workaround is to make the Unit actor a model with a TurretZ attachment point and attach your sentry as a Model actor onto it as an attachment so when it turns your model turns. The rest is just actor events and maybe a few Site actors. You then use the Set Opacity actor event to make the actor with the turret invisible.
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
Yeah, I'm brand new to the editor so without step by step details, I am lost. Also, what could I do to improve the middle area? I am totally open to feedback and suggestions.
Well there is a nice figure of 8 the enemy units could pass in but from briefly seeing your way points there is no way you can fully utilize that. As for really beginner help I believe the campaign unit levithan would be a good start with it's tentacles. Read the wiki on the Unit actor and Model actor if you have problems. As a unit actor find a nice one with a TurretZ attachment point using the previewer (pheonix and autoturret are popular) and make that the model for your unit actor. In the actor events near the bottom you will find 6 involved with the weapon/attack ability firing, delete those from the unit actor but remember them for later. Add an event that goes Actor Creation>Set Opacity this action defaults to 0 so makes the actor invisible. Make a Model actor and set the model to your sentry/other unit lacking a turret, set the actor events to Unit Birth.Unit Name>Create and Unit Death.Unit Name>Destroy, also throw in those 6 weapon/attack animation actor events from the default Unit actor here. Under Hosting - Host - Subject set this to your invisible turret Unit actor and then the Hosting - Host Site Operations - Operations to a SOp (Attachment) connecting to the right attachment point on the host model (TurretZ is good). You may want to throw in some more SOp (Offset) into that field to perfect the positioning. Next to that, if the animations are funny just add them to the model actor events, make sure you create the Turret actor and then all should be fine once you create a Site actor that you force the Action actor for the attack to launch from.
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
Thanks. I started to do what you suggested, but got lost. Again, as I said before, without STEP BY STEP details (like step 1, step 2, etc) you might as well be speaking German to me lol. When I say I am new to the editor, I mean NEW. To make most everything I made in my map so far, I followed OneTwoSC's advance tower defense tutorial, step by step, watching a part of the video, pausing the video, performing the step I just saw in the editor, restarting the video, rinse and repeat lol. There are a few things I did do on my own through trial and error, but with the firing and rotation, I have tried everything I could think of. Same with a couple other problems I have like anti-walling and a better bounty system. You have my thanks though for responding with ideas and suggestions.
Actually I can speak german a little.
Step 1) make your unit under the Units data type
Step 2) make a turret under the Turrets data type
Step 3) put the turret in the Combat - Weappns - Turret field of your unit
Step 4) Make a Turret actor and set Attachment - Turret Body - Subject to _Selectable and Attachment - Yaw Query - Moethods to TurretZ.
Step 5) Go to the Event - Events - Send field and create an event of the Turret Enable Msg Type with the Source Name set to that of the turret created in step 2
Step 6) Make/copy a Unit actor. Under the Art - Model+ fields set thse with the exception of the portrait actor to any model with a TurretZ attachment point (able to be seen in previewer)(Pheonix and photon cannon are popular). Under the Event - Events - Send field you wil find a lot of stuff, at the far top are 5 that link the actor to a unit. Change these to your unit from step 1 and take note that the Constuction Msg Type ones have a start and a finish set.
Step 7) Near the bottom you will find 5 in a row that involve the attack ability and the weapon start/stop. Remember these or write them somewhere because you will need them later. Delete them from the Unit actor.
Step 8 ) Add an event and set the Msg Type to Actor Creation and the action to Set Opactiy (this defaults to 0%)
Step 9) Check the UI icons and images of the Unit actor for any artistic changes you wish to make
Step 10) Make a Model actor. Set the Art - Model to the unit you want the turret to look like (in your case sentry or any other unit that lacks a TurretZ attachment).
Step 11) Go to Event - Events - Send and make two events. Set the Msg Type of one to Unit Birth and the other to Unit Death, set both to have the unit from setp 1 as the Source Name. You can then get smart and play with timers (Timer Expired event and Timer Set action) and the Set Scale actions with Construction.Step1Unit.Start to make the construction process look smoother by making it grow from near nothing to the full size.
Step 12) Go to Hosting - Host - Subject and set this to your Unit actor from step 6.
Step 13) Go to Hosting - Host Site Operations - Operations and select SOpAttachWeapon if you used the photon cannon model as the Unit actor (you can add more complex ones but I will only cover that if needed)
Step 14) Create a Site actor, go to Event - Events - Send and make two events. Set the Msg Type of one to Unit Birth and the other to Unit Death, set both to have the unit from setp 1 as the Source Name.
Step 15) Go to Hosting - Host - Subject and set this to your Unit actor from step 10.
Step 16) Go to Hosting - Host Site Operations - Operations and select a SOp that connects to whatever attachment point on your Model actor from step 10 that you want to shoot from.
Step 17) Copy the Action actor from the marauder (because it is the most simple) and go to the Actor - Action Flags field and select Launch Force Site
Step 18) Go to the Target - Launch Site and replace it with your Site actor from step 14.
Step 18) Go to the Event - Events - Send field and link the events to the effects of your weapon (use marine action actor as a simple example) make sure you have the effects set to Start where needed.
Step 19) make the enemies eat lead from your new unit
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
Step 7) Near the bottom you will find 5 in a row that involve the attack ability and the weapon start/stop. Remember these or write them somewhere because you will need them later. Delete them from the Unit actor.
Ok on this step. Before this you said to copy a UNIT actor. I did. I coped the Sentry. I cannot seem to locate the 5 in a row near the bottom.
On a side note, thank you for taking the time to write these steps out. I hope one day I can help someone else in a similar way.
Also, not that I don't appreciate this, but isn't there just a way to turn a sentry's chase or something off so it just rotates without doing all of this? (cause my tower is basically a sentry with no movement)
In the Event - Events - Send with most Unit actors near the bottom unless they have alot of extra stuff they will have those near the bottom.
With me unless stated otherwise presume the step is a follow on from the previous.
Whoops forgot to say you need to add them to step 11.
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
Thanks, if I get that far I will do that.
But again, is there a way to just turn a unit's (This is a Protoss Sentry) movement off without affecting it's turning?
Think of a marauder. If I made his movement zero but kept his stationary turning rate something high, to me, that should work, but it doesn't. So, there's not an easier way to make the sentry hold position and not move but still turn while firing?
If I knew that I would have made a terratron mk2 unit.
Unless you want to give it 0 move speed and high turning and enable the Turnable flag but those often give problems in TDs
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
Tried this already lol. It didn't turn still.
Well the steps I mentioned are the most common method. If you need a recent demo map where a similar principle was used look at the map I uploaded for this thread.
http://www.sc2mapster.com/forums/development/data/23405-puke-a-lisk/#p16
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
Thanks again, I will try the steps. :D
You mean you have not tried them already?
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 The 1 through 19 steps you listed? I got halfway through the steps into step seven and got frustrated when I couldn't figure it out so I stopped for now. I will try them tomorrow though,
Well I tried the steps, 1-19. I saved my map first and then renamed it in case I screwed up anything too bad. It didn't work. Either I did something wrong in the steps or I don't know, but I am just going to have to continue with the map relegated to a sentry that doesn't turn when attacking. It kind of looks crappy but I don't see any other option. I even found an ability called turn, but I found out you can't use it unless you put Movement Speed to the lowest value which was something like .00163 or something, and I set the Movement - Stationary Turning Rate and Movement - Turning Rate to the max it would go, and added the ability Turn to both abilities and command card, and the damn thing still wouldn't turn to attack, so I really have no other choice but to leave it as is. Thanks for helping though.