Hi everyone. I have this map where I'd like to have a keep with a campfire in front of it. it functions very similarly to a hatchery in that peasants (like larva) congregate in front of the building, and can be selected and transformed into footmen.
The thing is, I'd like to have it so that these peasants have stats (strength, agility and intelligence of random proportions) which you can look at before you decide which one you would like to turn into a footman. once you decide, the footman should have the stats of the chosen peasant.
in addition (though this is a future goal) I'd like to have it so that the peasants have different features (like hair color, face shape etc, essentially different models) but are basically the same unit (kind of like what dark templars are like). however, that appearance should continue onto when they become a footman.
could anyone guide me through how I could accomplish these goals?
I would use an Arm Magazine ability or Spawn behaviour to create the units and make them have a leash range around the campfire offset.
The random stats can be done using a Create Persistent effect that applies stacks of a Buff behaviour except the Apply Behavior effect only has a chance to apply a new stack. The Buff behaviour then adds the Attribute behaviour stack (see my choosable attributes demo map for a similar system).
The buff stacks should then transfer over when the unit morphs into the footman.
You considered using texture swapping to increase the variety able to be obtained from the same model (like the civilians/prisoners). I would randomly assign a status number to the Unit actor using the Set Status event action and the pass Chance term. This could be used to model swap in the correct footman variant using the Is Status term when morphing is completed using the Model Swap event action.
Hi everyone. I have this map where I'd like to have a keep with a campfire in front of it. it functions very similarly to a hatchery in that peasants (like larva) congregate in front of the building, and can be selected and transformed into footmen.
The thing is, I'd like to have it so that these peasants have stats (strength, agility and intelligence of random proportions) which you can look at before you decide which one you would like to turn into a footman. once you decide, the footman should have the stats of the chosen peasant.
in addition (though this is a future goal) I'd like to have it so that the peasants have different features (like hair color, face shape etc, essentially different models) but are basically the same unit (kind of like what dark templars are like). however, that appearance should continue onto when they become a footman.
could anyone guide me through how I could accomplish these goals?
I would use an Arm Magazine ability or Spawn behaviour to create the units and make them have a leash range around the campfire offset.
The random stats can be done using a Create Persistent effect that applies stacks of a Buff behaviour except the Apply Behavior effect only has a chance to apply a new stack. The Buff behaviour then adds the Attribute behaviour stack (see my choosable attributes demo map for a similar system).
The buff stacks should then transfer over when the unit morphs into the footman.
You considered using texture swapping to increase the variety able to be obtained from the same model (like the civilians/prisoners). I would randomly assign a status number to the Unit actor using the Set Status event action and the pass Chance term. This could be used to model swap in the correct footman variant using the Is Status term when morphing is completed using the Model Swap event action.
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