So I have a map with ground units and water units. The water is on a lower cliff level, and there are no ramps, keeping the ships in the sea, and the ground units on land. Until now, I have had a rather clunky setup for my Transports. They have the cliffwalk ability, and I use an unload-validator to ensure they are always on the ground (higher cliff level) when unloading.
I want to change to a system where the transport is always on the water (remove the cliffwalk ability), and instead must come close to the shore to drop. To be specific, I want to select the Transport, use the drop ability, click somewhere on the shore, and have the Transport move there and start dropping.
An obstacle I've faced it figuring out how to make units get dropped at the ability target point. It seems to me that the Transport ability always unloads units centered around itself. Do I need to use the calldown ability to unload units where I want?
If anyone can suggest the chain of Abilities and Effects that could make this work, that would really help!
The Use Calldown method seems to be your only option. Have an Effect - Target ability that uses a Create Persistent effect that persists until destroyed but has a periodic validator of the Unit Compare Cargo type. This persistent then uses the Use Calldown effect.
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Hey so I got it working, but not exactly as you described. I set the the Create Persistent effect, was not able to get the Use Calldown ability to use the transport cargo for it's calldown.
I ended up creating a dummy effect that gets run periodically by the Create Persistent effect. Then I set up a trigger to manually move cargo units to the target point whenever the dummy effect runs. As you suggested, I got the persistent to use a Caster Has Cargo validator whenever it runs the dummy effect.
Thanks for helping me solve yet another problem haha.
As stated in the previous post there is a field called Effect: Calldown Effect in the Transport type ability. This links to a Use Calldown effect (like the ghost nuke). If the Use Calldown effect uses an effect it sacrifices a unit to use the effect but if there is no specified effect it dumps the unit at the target point.
I'm trying to use this method but after unloading the first unit it will only unload the next if I move the unloaded unit out of the target point. As long as there's a unit blocking the target point the transport stays there "trying" to unload the next unit.
Ohhh I thought there would be something like the placement range for create unit effects. I think the easiest solution then is to add periodic offsets to the persistent, but still that won't guarantee the units will be unloaded. Maybe create placeholder units and then unload units to where the placeholder units are, like some missile jumps do?
Maybe get the persistent to use a scatter of offsets around the site combined with telling placed units to rally (the Modify Unit effect can transfer orders from a rally flag).
Maybe use a Placement Location validator or two like the mule does.
The problem is that placing a unit through calldown effects seems to be way more restricted than through create unit effects. The slightest collision with anything makes the effect fail. I could try those things but I can't see them helping when a player tries to unload units inside his base for example. I'd have to add so many different offsets and still players would try to unload in places where it will fail. Transports unload units in tight clumps, and right now there's no way to do that with calldowns.
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So I have a map with ground units and water units. The water is on a lower cliff level, and there are no ramps, keeping the ships in the sea, and the ground units on land. Until now, I have had a rather clunky setup for my Transports. They have the cliffwalk ability, and I use an unload-validator to ensure they are always on the ground (higher cliff level) when unloading.
I want to change to a system where the transport is always on the water (remove the cliffwalk ability), and instead must come close to the shore to drop. To be specific, I want to select the Transport, use the drop ability, click somewhere on the shore, and have the Transport move there and start dropping.
An obstacle I've faced it figuring out how to make units get dropped at the ability target point. It seems to me that the Transport ability always unloads units centered around itself. Do I need to use the calldown ability to unload units where I want?
If anyone can suggest the chain of Abilities and Effects that could make this work, that would really help!
The Use Calldown method seems to be your only option. Have an Effect - Target ability that uses a Create Persistent effect that persists until destroyed but has a periodic validator of the Unit Compare Cargo type. This persistent then uses the Use Calldown effect.
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
Hey so I got it working, but not exactly as you described. I set the the Create Persistent effect, was not able to get the Use Calldown ability to use the transport cargo for it's calldown.
I ended up creating a dummy effect that gets run periodically by the Create Persistent effect. Then I set up a trigger to manually move cargo units to the target point whenever the dummy effect runs. As you suggested, I got the persistent to use a Caster Has Cargo validator whenever it runs the dummy effect.
Thanks for helping me solve yet another problem haha.
You did set up the calldown effect to be the calldown of your Transport ability under the Effect: Calldown Effect field?
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
I'm not really sure what you mean? Since Transport is an ability, and I couldn't find any effect associated with it, I didn't know what effect to use.
As stated in the previous post there is a field called Effect: Calldown Effect in the Transport type ability. This links to a Use Calldown effect (like the ghost nuke). If the Use Calldown effect uses an effect it sacrifices a unit to use the effect but if there is no specified effect it dumps the unit at the target point.
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
Where can I see water units / transports in action?
I'm trying to use this method but after unloading the first unit it will only unload the next if I move the unloaded unit out of the target point. As long as there's a unit blocking the target point the transport stays there "trying" to unload the next unit.
Throw in an Issue Order effect telling unloaded units to move? Or an Apply Force effect?
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
Ohhh I thought there would be something like the placement range for create unit effects. I think the easiest solution then is to add periodic offsets to the persistent, but still that won't guarantee the units will be unloaded. Maybe create placeholder units and then unload units to where the placeholder units are, like some missile jumps do?
Now I can do this for my map to.
Creating a placeholder unit achieved nothing. The effect is the same it was without that.
Maybe get the persistent to use a scatter of offsets around the site combined with telling placed units to rally (the Modify Unit effect can transfer orders from a rally flag).
Maybe use a Placement Location validator or two like the mule does.
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
The problem is that placing a unit through calldown effects seems to be way more restricted than through create unit effects. The slightest collision with anything makes the effect fail. I could try those things but I can't see them helping when a player tries to unload units inside his base for example. I'd have to add so many different offsets and still players would try to unload in places where it will fail. Transports unload units in tight clumps, and right now there's no way to do that with calldowns.