I have a building which builds turrets as well as units. It autospawns, so player just choose what to build. But when turret is ready it doesnt appear on the map, it just accumalates, like nuclear bomb in ghost academy or interceptor in carrier.
I want to create new ability for this building to place ready turrets to the ground (like raven do). But I want this ability to be enabled when there is one or more turrets are ready in the building and waiting to by placed. And the ability should decrease the number of ready turrets in the building. And it should become disabled if there is no ready turrets left in the building.
Anyone has any idea how to create this kind of ability?
I've digged in archive of the forum and realized, that the ability I want should be based on hangar/magazine effects.
We have arm magazine abilities like build nuke, build interceptor or atospawn broodlord symbiont. And we have release magazine effects like launch nuke, death of interceptor or launch symbiont.
So I need to create hangar ability which arms turret magazine and I need to create then set effect which both builds a turrets and releases turret magazine.
I've created turret hangar ability, installed it in my barracks, so i can kinda arm turret magazine of my barracks. But there is troubles appears from this moment.
For example: there is "raven - build" ability present, which allows to build turret. How to link this ability with release magazine effct? There is no effect fields in this ability. I can just install this ability to barracks so it can build turrets, but it doesn't interacts with hangar ability. Btw, how is a ghost says to the academy that he consumed nuke charge? Or how is the death of interceptor says to the carriers' hangar to decrease amount of interceptors?
So, my main question - is how to link Hangar ability and release magazine effect.
Under the Arm Magazine ability of the carrier there is a requirement called Arm Interceptor this counts how many interceptors are in the magazine and when they die it is decreased. The Use Calldown effect of the ghost is completely different from the Use Magazinge effect of the carrier weapon. Use calldown sacrifices units in the magazine of the arm magazine ability or cargo of the transport ability via the Effect - Calldown Effect field of those abilities to create an effect. So basicly the ghost sacrifices the nuke in the academy to use its nuke persistant effect. Use magazine releases the ammo units from the internal magazine where they are directed to attack targets by the scope of the weapon of the host unit. There is also a field called Ability - Launch Type which determines where the ammo units are released.
I advise a simple Arm Magazine ability with a requirement to limit the number of turrets and the launch type being release at target. Have a Use Magazine effect in an Effect - Target ability and maybe throw in a enumerate area validator.
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Well, i've done what you said, except "maybe throw in a enumerate area validator". Just don't understand what it means - can you explain?
Ok, now I can't check is it work because I can't place a turret. It says something like "error, only units can be targets". How to change abilititys' properties to aloow it to have an eart like a target.
Not really played around much with the Use Magazine effect so have you tried targeting a hostile unit like a zergling?
The enumerate area validator is like a search area effect in that it counts how many units are in the area and using a combine validator can be combined with a unit type validator so that it counts how many units of a certain type are in an area so could be used to determine how many turrets are already out.
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Could always use the calldown to create a turret using a create unit effect and have a regulator buff that stacks depending on the number of turrets in the area which the requirement for the arm magazine ability then takes into concideration eg 7 in magazine and 1 stack or 1 in the magazine and 7 stacks etc.
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If your ability is unable to target land, it's because the FIRST effect of your ability has Targets+ set to Unit Point. Change it to Target Point/Unit Point or Target Point, it should now be able to target land.
BorgDragon, right, I've replaced the effect and now it can target land.
Ok, now, since I've got well working turret building effect based on Effect - Target ability, I'm going to follow DrSuperEvil's advices to make it quantity-dependent.
Alright, I did something, it doesn't work, but let me explain first what exactly I want to get.
Turrets are building and gathering inside barracks, they are waiting to be placed. After a player has placed a turret it disappears from barracks' magazine and appears at land as turret.
So I've used "release magazine" effect instead of "use magazine" because I want "place turret" ability to consume turrets from magazine.
Ok, what have I created:
- Arm Turret ability ("arm magazine" type) which rearms turrets in barracks.
- Place Turret ability ("effect - target" type) which builds turrets and supposed to consume turrets from barracks' magazine.
This ability executes 2 effects:
1. Place Turret effect ("create unit" type)
2. Release Turret effect ("release magazine" type)
But seems like Arm Turret ability and Release Turret effect aren't linked, because Place Turret button is always enabled and i can build infinite turrets even if there is 0 turrets created by Arm Turret Effect.
I want Place Turret button to be disabled when there is no turrets in magazine, and i want it to be enabled when some turrets are in magazine, and I want turret placemant to consume 1 turret from magazin.
The question: how to link arm turret magazine ability and release magazine effect?
I've inspected broodlords stuff but found no kind of links between its magazine and release effect... So i'd be glad to recieve some hints or reciples.
Broodlord has an external magazine and the escourts convert themselves into missiles when they attack and equivalently suicide before creating broodlings on impact. The brood lord weapon purely guides the escourts.
Are you using a Use Magazine or a Use Calldown effect? Seems all your ability is doing is creating a new turret via the Create Unit effect and not using one from the magazine.
Broodlord has an external magazine and the escourts convert themselves
into missiles when they attack and equivalently suicide before creating
broodlings on impact. The brood lord weapon purely guides the escourts.
Then what "release magazine"-type broodlord's effect do? Why does it need it if his escourts sacrifices units from magazin by suicide?
Are you using a Use Magazine or a Use Calldown effect? Seems all your
ability is doing is creating a new turret via the Create Unit effect and
not using one from the magazine.
I was actiually using "release magazine" because I thought that this effect sacrifices units from magazine. And yes, apparently the only thing my ability was doing - is just creating new turret via Create Unit effect.
But now I've tried to use Calldown effect. And it worked, but kinda weired.
So, I have the Effect - Target "place turret" ability with only Use Calldown effect attached, which also attached to calldown effect field of Arm Magazine ability, so that's the link I was searching for.
How it works now:
1. If I have 0 turrets created, the place turret button is still enabled, but it doesn't build anything if I try to (how to keep it disabled until turret's ready? [SOLVED])
2. If I have some turrets created, I can place a turret to the land via "place turret" ability, but it appears near the barracks (instead of the point I pointed) and it starts to attack the barracks so I have to order it to stop doing that (how to force it to appear at the point I pick? [SOLVED])
3. After a turret appears on the land, the quantity of turrets in magazine does not decrease. It decreases only when the turret got destroyed. But i'd like the ability to sacrifice the turret from the magazine at the moment I place it.
So, at this point the main problem is solved, so thank you DrSuperEvil and BorgDragon, and i'm trying to solve these little issues myself, but still hints are welcome.
UPD:
Ok, I have solved 1 and 2 issues, so now, the only thing I want - is to force my ability to decrease amount of turrets in magazine at the moment I use it. Some kind of:
ability: [calldown the turret and destroy it] + [build another turret which doesn't counts as turret from magazine]
any ideas? Is there an effect which just removes ammo unit from magazine?
It's becasue turrets in magazine are not actual turrets. It's just a counter. There will be 3 kinds of turrets, small medium and big. They will consume 1, 2 and 3 ammo units from magazine respectively when get build. So i'd like to divide calldown part and building part of using magazine.
Read the Use Calldown effect in the wiki. The most logical method would be to have a weighted requirement for creating dummy internal ammo units with the arm magazine ability which are then sacrificed with a use calldown effect since that can use 3 units for one effect which then uses the create unit effect to make your lvl 3 turrets.
With weighted requirement, probably would need to count the number of magazine units and a counter buff whose stacking is determined with with a combined validator based on the number of turrets in the field (or a load of different validators with a painful number of or conditons for the requirement).
For enabling the ability button you are then after requirements for each lvl of turret that counts just the number of magazine units being >0,2 etc
As far as my experimentation goes the Release Magazine effect does ablsoutely nothing since the broodlord still works fine without it and I am unable to get it to do anything with both internal and external magazines.
I just decided to build fake turret unit as ammo in magazine instead of autoturret. Because I need magazine like a counter, it's just abstract value thet shows how many times a player has build a turret. I'm going to place different permanent turrets of various types.
And I want my place turret ability to do 2 things:
[place a permanent turret via Create Unit effect]
[calldown fake turret from magazine and simply kill it]
If I give the timed life behavior to my fake turret, it kills fake turret instantly, when it appears in magazine after using Rearm Magazine ability. So I need a validator which activates timed life behavior only after the fake turret was called down. And that's the problem. I can't find an appropriate validator.
The second way was to use Apply Behavior effect together with calldown. But I can't adress the right object. I can kill barracks, I can kill permanent turret, but I can't force behavior to be applied to the fake turret.
If I will be able to kill fake turret at calldown moment, it will solve the whole topic issue.
I thought calldown auto destroyed the magazine ammo units to use the
effect?
I wish it is to be like this. But it just kinda unloads them form the magazine and puts to the land. Maybe it depends on some properties.
I hope I will find a way to destroy the ammo instantly because in spite of timed life behavior's time = 0, there is a tiny moment exists when you can build 2 turrets by destroying just one ammo.
Btw, I've got a problem which's probably easy to solve but I just don't know how. THere is my map attached, you can try it if I explain it bad.
There are 2 barracks on the map.
I buiild a turret in barracks 1. Then I build a turret in barracks 2. Then I place the turret from barracks 2. Ang guess what happened? It destroys ammo of barracks 1, instead of barracks 2. But I want each barracks to have its own magazine.
I have a building which builds turrets as well as units. It autospawns, so player just choose what to build. But when turret is ready it doesnt appear on the map, it just accumalates, like nuclear bomb in ghost academy or interceptor in carrier.
I want to create new ability for this building to place ready turrets to the ground (like raven do). But I want this ability to be enabled when there is one or more turrets are ready in the building and waiting to by placed. And the ability should decrease the number of ready turrets in the building. And it should become disabled if there is no ready turrets left in the building.
Anyone has any idea how to create this kind of ability?
I'd like to get some hints still.
I've digged in archive of the forum and realized, that the ability I want should be based on hangar/magazine effects.
We have arm magazine abilities like build nuke, build interceptor or atospawn broodlord symbiont. And we have release magazine effects like launch nuke, death of interceptor or launch symbiont.
So I need to create hangar ability which arms turret magazine and I need to create then set effect which both builds a turrets and releases turret magazine.
I've created turret hangar ability, installed it in my barracks, so i can kinda arm turret magazine of my barracks. But there is troubles appears from this moment.
For example: there is "raven - build" ability present, which allows to build turret. How to link this ability with release magazine effct? There is no effect fields in this ability. I can just install this ability to barracks so it can build turrets, but it doesn't interacts with hangar ability. Btw, how is a ghost says to the academy that he consumed nuke charge? Or how is the death of interceptor says to the carriers' hangar to decrease amount of interceptors?
So, my main question - is how to link Hangar ability and release magazine effect.
Under the Arm Magazine ability of the carrier there is a requirement called Arm Interceptor this counts how many interceptors are in the magazine and when they die it is decreased. The Use Calldown effect of the ghost is completely different from the Use Magazinge effect of the carrier weapon. Use calldown sacrifices units in the magazine of the arm magazine ability or cargo of the transport ability via the Effect - Calldown Effect field of those abilities to create an effect. So basicly the ghost sacrifices the nuke in the academy to use its nuke persistant effect. Use magazine releases the ammo units from the internal magazine where they are directed to attack targets by the scope of the weapon of the host unit. There is also a field called Ability - Launch Type which determines where the ammo units are released.
I advise a simple Arm Magazine ability with a requirement to limit the number of turrets and the launch type being release at target. Have a Use Magazine effect in an Effect - Target ability and maybe throw in a enumerate area validator.
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
Well, i've done what you said, except "maybe throw in a enumerate area validator". Just don't understand what it means - can you explain?
Ok, now I can't check is it work because I can't place a turret. It says something like "error, only units can be targets". How to change abilititys' properties to aloow it to have an eart like a target.
Ability name is "place turret".
There is my map:
Not really played around much with the Use Magazine effect so have you tried targeting a hostile unit like a zergling?
The enumerate area validator is like a search area effect in that it counts how many units are in the area and using a combine validator can be combined with a unit type validator so that it counts how many units of a certain type are in an area so could be used to determine how many turrets are already out.
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
Sure! But it supposed to build a turret which can't be built on occupied land.
Ghost's launch nuke ability is Effect-Target ability, but he can use it at land, not at unit. How to do the same with my effect-target ability?
Could always use the calldown to create a turret using a create unit effect and have a regulator buff that stacks depending on the number of turrets in the area which the requirement for the arm magazine ability then takes into concideration eg 7 in magazine and 1 stack or 1 in the magazine and 7 stacks etc.
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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@Zolden: Go
If your ability is unable to target land, it's because the FIRST effect of your ability has Targets+ set to Unit Point. Change it to Target Point/Unit Point or Target Point, it should now be able to target land.
Use magazine does not have that option
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BorgDragon, right, I've replaced the effect and now it can target land.
Ok, now, since I've got well working turret building effect based on Effect - Target ability, I'm going to follow DrSuperEvil's advices to make it quantity-dependent.
There "set"-type effect is used. It includes "build unit"-type effect and "use magasine"-type one.
Alright, I did something, it doesn't work, but let me explain first what exactly I want to get.
Turrets are building and gathering inside barracks, they are waiting to be placed. After a player has placed a turret it disappears from barracks' magazine and appears at land as turret.
So I've used "release magazine" effect instead of "use magazine" because I want "place turret" ability to consume turrets from magazine.
Ok, what have I created:
- Arm Turret ability ("arm magazine" type) which rearms turrets in barracks.
- Place Turret ability ("effect - target" type) which builds turrets and supposed to consume turrets from barracks' magazine. This ability executes 2 effects: 1. Place Turret effect ("create unit" type) 2. Release Turret effect ("release magazine" type)
But seems like Arm Turret ability and Release Turret effect aren't linked, because Place Turret button is always enabled and i can build infinite turrets even if there is 0 turrets created by Arm Turret Effect.
I want Place Turret button to be disabled when there is no turrets in magazine, and i want it to be enabled when some turrets are in magazine, and I want turret placemant to consume 1 turret from magazin.
The question: how to link arm turret magazine ability and release magazine effect?
I've inspected broodlords stuff but found no kind of links between its magazine and release effect... So i'd be glad to recieve some hints or reciples.
Broodlord has an external magazine and the escourts convert themselves into missiles when they attack and equivalently suicide before creating broodlings on impact. The brood lord weapon purely guides the escourts.
Are you using a Use Magazine or a Use Calldown effect? Seems all your ability is doing is creating a new turret via the Create Unit effect and not using one from the magazine.
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
Then what "release magazine"-type broodlord's effect do? Why does it need it if his escourts sacrifices units from magazin by suicide?
I was actiually using "release magazine" because I thought that this effect sacrifices units from magazine. And yes, apparently the only thing my ability was doing - is just creating new turret via Create Unit effect.
But now I've tried to use Calldown effect. And it worked, but kinda weired.
So, I have the Effect - Target "place turret" ability with only Use Calldown effect attached, which also attached to calldown effect field of Arm Magazine ability, so that's the link I was searching for.
How it works now:
1. If I have 0 turrets created, the place turret button is still enabled, but it doesn't build anything if I try to (how to keep it disabled until turret's ready? [SOLVED])
2. If I have some turrets created, I can place a turret to the land via "place turret" ability, but it appears near the barracks (instead of the point I pointed) and it starts to attack the barracks so I have to order it to stop doing that (how to force it to appear at the point I pick? [SOLVED])
3. After a turret appears on the land, the quantity of turrets in magazine does not decrease. It decreases only when the turret got destroyed. But i'd like the ability to sacrifice the turret from the magazine at the moment I place it.
So, at this point the main problem is solved, so thank you DrSuperEvil and BorgDragon, and i'm trying to solve these little issues myself, but still hints are welcome.
UPD:
Ok, I have solved 1 and 2 issues, so now, the only thing I want - is to force my ability to decrease amount of turrets in magazine at the moment I use it. Some kind of:
ability: [calldown the turret and destroy it] + [build another turret which doesn't counts as turret from magazine]
any ideas? Is there an effect which just removes ammo unit from magazine?
It's becasue turrets in magazine are not actual turrets. It's just a counter. There will be 3 kinds of turrets, small medium and big. They will consume 1, 2 and 3 ammo units from magazine respectively when get build. So i'd like to divide calldown part and building part of using magazine.
Read the Use Calldown effect in the wiki. The most logical method would be to have a weighted requirement for creating dummy internal ammo units with the arm magazine ability which are then sacrificed with a use calldown effect since that can use 3 units for one effect which then uses the create unit effect to make your lvl 3 turrets.
With weighted requirement, probably would need to count the number of magazine units and a counter buff whose stacking is determined with with a combined validator based on the number of turrets in the field (or a load of different validators with a painful number of or conditons for the requirement).
For enabling the ability button you are then after requirements for each lvl of turret that counts just the number of magazine units being >0,2 etc
As far as my experimentation goes the Release Magazine effect does ablsoutely nothing since the broodlord still works fine without it and I am unable to get it to do anything with both internal and external magazines.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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Well, for now I have one last (I believe it's last) issue to solve.
I want to destroy a fake turret unit which I create instead of turret inside magazine.
I just tried to use killing behavior after creation like Raven does to its turrets. I failed in it.
Now I'm trying to find a validator which can tell if a unit inside or outside. So it will apply behavior after unit find itself on land.
So you did not simply give it the timed life behaviors or effects?
When you refer to fake turret what do you mean?
Thought these were meant to be permanent turrets but limited in number?
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I just decided to build fake turret unit as ammo in magazine instead of autoturret. Because I need magazine like a counter, it's just abstract value thet shows how many times a player has build a turret. I'm going to place different permanent turrets of various types.
And I want my place turret ability to do 2 things:
[place a permanent turret via Create Unit effect] [calldown fake turret from magazine and simply kill it]
If I give the timed life behavior to my fake turret, it kills fake turret instantly, when it appears in magazine after using Rearm Magazine ability. So I need a validator which activates timed life behavior only after the fake turret was called down. And that's the problem. I can't find an appropriate validator.
The second way was to use Apply Behavior effect together with calldown. But I can't adress the right object. I can kill barracks, I can kill permanent turret, but I can't force behavior to be applied to the fake turret.
If I will be able to kill fake turret at calldown moment, it will solve the whole topic issue.
Ok, I just found a way how to apply timed life behavior to the called down fake turret.
DrSuperEvil, thank you very much, your advices were very useful. I lost a bit of my noobness during our conversation.
Although I still have a couple of issues to solve, I feel I can solve them myself.
I thought calldown auto destroyed the magazine ammo units to use the effect?
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I wish it is to be like this. But it just kinda unloads them form the magazine and puts to the land. Maybe it depends on some properties.
I hope I will find a way to destroy the ammo instantly because in spite of timed life behavior's time = 0, there is a tiny moment exists when you can build 2 turrets by destroying just one ammo.
Btw, I've got a problem which's probably easy to solve but I just don't know how. THere is my map attached, you can try it if I explain it bad.
There are 2 barracks on the map.
I buiild a turret in barracks 1. Then I build a turret in barracks 2. Then I place the turret from barracks 2. Ang guess what happened? It destroys ammo of barracks 1, instead of barracks 2. But I want each barracks to have its own magazine.