Hello, I am currently torturing myself (Figuring out the Galaxy Editor) and have found myself in front of a wall (which google search can't solve).
I have given the "Crab Beetle" critter the ability to attack using a melee weapon, but while I can issue it individual attack commands (Kill this specific enemy unit), I can't use the attack command on the ground t issue an attack move.
I also have second question, how do I remove the "Critter Flee" behavior from the "Crab Beetle"?
I added the attack ability under the "Unit" tab while selecting the unit itself (Not the weapon nor the weapon's effect).
In the Unit tab I have a list with Attack, Move, Stop and Flee. I also made sure to include these 4 abilities in the command card visible in the unit tab.
Are the commands set correctly on the command card? The Command Type should say Ability Command. The Ability and Ability Command box's should say Attack in them.
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bulletbutter's suggestion worked, I checked the Ability and Ability Command Box and it turns out that I had "Attack Copy" under ability and "Attack" under Ability Command. I switched the "Attack Copy" back to "Attack" and now the critters attack move properly (But still fall prey to their cowardly nature to critter flee when they get near my test probes XD).
Now regarding the "Critter Flee" behavior. I found out that it is in fact not a behavior, but an autocast ability.
I tried to disable this ability through the ability tab, but I can't seem to find a field which would help me disable it. I'd like to disable it without having to take it out of the command card if possible (I'd like to avoid the half baked solution if possible).
Part Tsu (2):
I have found a way to disable the autocast (I changed a parameter where Ground units were "required" to be near "Ground" units to smartcast to "excluded", so now they don't automatically flee from enemies.
But I also noticed they still wander occasionally (Aprox every 5-7 seconds), is this a behavior or possibly also a smartcast ability?
Thanks for the replies, this "wandering" the critters displayed was actually caused by the Unit+ Fidget property under the Unit Object (I found out by googling tons). I had no idea such a property existed XD.
Just in case anyone reads this, is there a place where I can find helpful tutorials (For learning things concerning Data and Triggers, my main interest right now is being able to make custom units and perform basic actions). It is very hard to find resources.
Hello, I am currently torturing myself (Figuring out the Galaxy Editor) and have found myself in front of a wall (which google search can't solve).
I have given the "Crab Beetle" critter the ability to attack using a melee weapon, but while I can issue it individual attack commands (Kill this specific enemy unit), I can't use the attack command on the ground t issue an attack move.
I also have second question, how do I remove the "Critter Flee" behavior from the "Crab Beetle"?
-Thanks for reading.
How have you created this attack ability? Are you sure its not an target effect?
The buff is added onto the unit directly in the unit tab under behaviors.
@hobbidude: Go
I added the attack ability under the "Unit" tab while selecting the unit itself (Not the weapon nor the weapon's effect).
In the Unit tab I have a list with Attack, Move, Stop and Flee. I also made sure to include these 4 abilities in the command card visible in the unit tab.
Are the commands set correctly on the command card? The Command Type should say Ability Command. The Ability and Ability Command box's should say Attack in them.
@bulletbutter: Go
Thanks hobbidude & bulletbutter,
bulletbutter's suggestion worked, I checked the Ability and Ability Command Box and it turns out that I had "Attack Copy" under ability and "Attack" under Ability Command. I switched the "Attack Copy" back to "Attack" and now the critters attack move properly (But still fall prey to their cowardly nature to critter flee when they get near my test probes XD).
Now regarding the "Critter Flee" behavior. I found out that it is in fact not a behavior, but an autocast ability.
I tried to disable this ability through the ability tab, but I can't seem to find a field which would help me disable it. I'd like to disable it without having to take it out of the command card if possible (I'd like to avoid the half baked solution if possible).
Part Tsu (2):
I have found a way to disable the autocast (I changed a parameter where Ground units were "required" to be near "Ground" units to smartcast to "excluded", so now they don't automatically flee from enemies.
But I also noticed they still wander occasionally (Aprox every 5-7 seconds), is this a behavior or possibly also a smartcast ability?
This is a critter wander behavior. There are several behaviors like that with different leash [radius]. Just remove it through data.
Some also have a buff giving them the benign/passive flag.
Just remove the ability in full. Else give the unit a Buff behaviour that disables them.
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 for the replies, this "wandering" the critters displayed was actually caused by the Unit+ Fidget property under the Unit Object (I found out by googling tons). I had no idea such a property existed XD.
Just in case anyone reads this, is there a place where I can find helpful tutorials (For learning things concerning Data and Triggers, my main interest right now is being able to make custom units and perform basic actions). It is very hard to find resources.
Try the tutorials forum or the wiki on this site.
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