Ok that would be a simple fix using a Unit Filter validator on the unit behaviour to check that it is not under construction.
Edit: Nope they still dont work. Will have to look into it tomorrow.
EditII: excluded the turet Model actor. Not the turret data type or the Turret actor. Ok the 1test Leader actor is the cause. Seems it is not attaching properly. Changing the host of the elevation adjustment to the turret seems to partly fix things. No idea what has gone wrong with that actor. Seems to be refusing to be hosted on the turret for some odd reason.
EditIII: found a fix. change the leader actor's sop from turret to origin in xml mode and them back again before changing the host of the elevation adjustment actor from the leader to the turret.
EditIV: to fix the text actor just copy and paste the content into the Text Key field directly in the same window.
The crazyhorse/drillbot seems to have a problem in that its attack doesn't seem to do any damage.
Also, a slight error that might only bug me, the auto-harvester was labeled under the terran units, instead of robot like the others.
I was also wondering if we should just go ahead and put placeholders in for planned units and structures, as to give an easier point of referance for what needs finishing...
Reason autoharvester is terran is because I made it and wanted to lay the groundwork. It also lacks birth and death visuals. Still nothing that is not a quick fix.
@DrSuperEvil: Go You definitely need to work on your "direction skills" you know? Its hard to go and try to fix something I didn't create, so telling me "read post 161 again" doesn't exaclty make it more probable to get the bug fixed. Here it is, I'm not sure of what you mean in your EditII (I dont know if you're asking me to do that or if its just your conclusion about the problem). I went through your EditIII the best I could, if its not fixed now, you'll have to fix it yourself. I had fixed the text tag.
The auto harvester reached over and plucked blue minerals out of my extractor. It took away from the amount of vespian in the guyser, but didn't give any gas or minerals.
Also, why are the minerals clear? Was there something I missed regarding this? Was it just a test for something?
And if anyone want<sub> I would be willing to trey to add my placeholder units and tech tree ideas.....</sub>
Odd, thought I set the validators to only allow it to harvest from mineral fields and rich mineral fields. What do you mean by clear minerals (send a pic?)? Maybe all this copying trouble is due to me having used all 4 standard ingame mods when making it.
Edit: Oops, my bad seems I forgot to add it to the 1test apply being mined effect. Still is simple enough to make, just add two Unit Type validators that check for the target being a mineral field and a rich mineral field and then use a Combine validator set to Or.
@AtikLYar: Go I feel the graphic changed too, they used to be a brighter yellow.
So I have to add those validators.... ok. Don't expect me to work hard on it until the first or second week of January. In fact, from next week on I won't touch SC2 editor, but don't worry, I wont leave my post here ;-)
Currently, for structures, I'm thinking that you start off with the Town Hall, Extractor, Security Node, Upgrade Structure, Turret, Supply Structure, and Auto-Harvester in the simple structures menu.
Then move the Starport to the higher tier menu, and we need some sort of factory to unlock the ground hybrids, and possibly build the hauler right from there? Then the Starport builds the repair flyer, and allows you to unlock the hybrid fliers.
And that leaves us with the Armory and Reactor core equivelents to decide on, and thus allow T3 units.
I, personnally, would like if we combined them into one structure that you build, and then research the 'blueprints' for the T3 units and then it allows the workers to build them. (The would probably be under the higher-tier build menu, or a third menu option?)
Added the power system, visuals are not showiing. Guess I'll have something to fix. The auto harvester causes lag when it is finished, I think it is due to the several models attached together.
I can honestly say I didn't get any lag from the harvester.
The thing that bugged me was the lack of a protoss-like power grid when I was placing buildings..... I would assume that is somewhere in the settings of the power buildings themselves?
EDIT: Also, whatever validators you did for the vespian geyser? You need to do it for the proccessing plant also, as the auto harvester still tries to harvest from it.
He just used a cheap way which will have problems with all gas structures and other resources except the raw geyser. I still Advise using a combine that specifies what it can harvest instead of that it cannot.
Ok that would be a simple fix using a Unit Filter validator on the unit behaviour to check that it is not under construction.
Edit: Nope they still dont work. Will have to look into it tomorrow.
EditII: excluded the turet Model actor. Not the turret data type or the Turret actor. Ok the 1test Leader actor is the cause. Seems it is not attaching properly. Changing the host of the elevation adjustment to the turret seems to partly fix things. No idea what has gone wrong with that actor. Seems to be refusing to be hosted on the turret for some odd reason.
EditIII: found a fix. change the leader actor's sop from turret to origin in xml mode and them back again before changing the host of the elevation adjustment actor from the leader to the turret.
EditIV: to fix the text actor just copy and paste the content into the Text Key field directly in the same window.
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 crazyhorse/drillbot seems to have a problem in that its attack doesn't seem to do any damage.
Also, a slight error that might only bug me, the auto-harvester was labeled under the terran units, instead of robot like the others.
I was also wondering if we should just go ahead and put placeholders in for planned units and structures, as to give an easier point of referance for what needs finishing...
I already stated the crazyhorse problem. Also, putting in place holders is a good idea :)
Reason autoharvester is terran is because I made it and wanted to lay the groundwork. It also lacks birth and death visuals. Still nothing that is not a quick fix.
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
Here it is, I guess I fixed everything you guys pointed out.
EDIT: New version with some placeholder units added.
No you havent. Read post #161 again.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go You definitely need to work on your "direction skills" you know? Its hard to go and try to fix something I didn't create, so telling me "read post 161 again" doesn't exaclty make it more probable to get the bug fixed. Here it is, I'm not sure of what you mean in your EditII (I dont know if you're asking me to do that or if its just your conclusion about the problem). I went through your EditIII the best I could, if its not fixed now, you'll have to fix it yourself. I had fixed the text tag.
Yeah editII was me picking apart the possible causes. III and IV are all you needed.
For some reason the text still does not work for me. Rest works fine though
Could some other people give second opinions on if they find the text works?
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
Just tried it, and noticed a very sudden problem.
The auto harvester reached over and plucked blue minerals out of my extractor. It took away from the amount of vespian in the guyser, but didn't give any gas or minerals.
Also, why are the minerals clear? Was there something I missed regarding this? Was it just a test for something?
And if anyone want<sub> I would be willing to trey to add my placeholder units and tech tree ideas.....</sub>
Odd, thought I set the validators to only allow it to harvest from mineral fields and rich mineral fields. What do you mean by clear minerals (send a pic?)? Maybe all this copying trouble is due to me having used all 4 standard ingame mods when making it.
Edit: Oops, my bad seems I forgot to add it to the 1test apply being mined effect. Still is simple enough to make, just add two Unit Type validators that check for the target being a mineral field and a rich mineral field and then use a Combine validator set to Or.
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
This is what I mean by clear minerals....
Sure that is not just your graphics settings having changed/ new hardware? Mineral fields were always semitransparent at higher sttings
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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Well, I play on the lowest possible settings.... so not sure....
Maybe they diid some sort of update? *shrug*
@AtikLYar: Go I feel the graphic changed too, they used to be a brighter yellow.
So I have to add those validators.... ok. Don't expect me to work hard on it until the first or second week of January. In fact, from next week on I won't touch SC2 editor, but don't worry, I wont leave my post here ;-)
Yeah, must have forgotten to add it, that is the problem with projects that take multiple days and lack beta testers.
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
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Here, added the validator. Next step I'll move the power system and start setting the current buildings to work with this system.
Alright, looking good.
Currently, for structures, I'm thinking that you start off with the Town Hall, Extractor, Security Node, Upgrade Structure, Turret, Supply Structure, and Auto-Harvester in the simple structures menu.
Then move the Starport to the higher tier menu, and we need some sort of factory to unlock the ground hybrids, and possibly build the hauler right from there? Then the Starport builds the repair flyer, and allows you to unlock the hybrid fliers.
And that leaves us with the Armory and Reactor core equivelents to decide on, and thus allow T3 units.
I, personnally, would like if we combined them into one structure that you build, and then research the 'blueprints' for the T3 units and then it allows the workers to build them. (The would probably be under the higher-tier build menu, or a third menu option?)
Added the power system, visuals are not showiing. Guess I'll have something to fix. The auto harvester causes lag when it is finished, I think it is due to the several models attached together.
I can honestly say I didn't get any lag from the harvester.
The thing that bugged me was the lack of a protoss-like power grid when I was placing buildings..... I would assume that is somewhere in the settings of the power buildings themselves?
EDIT: Also, whatever validators you did for the vespian geyser? You need to do it for the proccessing plant also, as the auto harvester still tries to harvest from it.
He just used a cheap way which will have problems with all gas structures and other resources except the raw geyser. I still Advise using a combine that specifies what it can harvest instead of that it cannot.
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