Hi guys, I'm trying to add the Drop Pods Kerrigen's ability to the hatchery. I copied the ability and added it to the hatchery, but in the test when I'm trying to activate it on any area, I'm getting the following error: "Can't turn toward target". Does anybody know what I need to do to make the ability work?
I haven't looked at that specific ability but generally there will either be a Create Unit effect with a spawn count greater than 1 or there'll be a Create Persistent effect which sets the spawn number through its Period Count.
use a behaviour that runs out after 20 minutes or use triggers. after 20 min you set an dummy upgrade to 1. the enabled ability does have the requirement for this upgrade.
Just make sure the timer starts properly. If it's only a few active-cast abilities you can also use the Cooldown ->"Time Start" value in the Cost+ field of the ability, but keep in mind pretty much any data-based timer will start upon creation of its host (so if you spawn a unit 5 minutes into the game, that's when it starts ticking; if a hero unit is revived the timer will probably reset too)
For the behavior version the Duration is the timer and you add the abilities to the Modification+: Abilities Disabled field. Or make Requirements to count the buff which has more freedom for tooltips, but is more work to implement.
If you don't know how to do these simple edits I vehemently encourage you to look through the wiki and tutorials on this site, as well as look through existing setups in the editor (for instance the Nexus can't Chronoboost immediately due to lack of energy, Spawn Larvae has a countdown and only triggers the actual effect 40? seconds later and at least the Corruptor starts with its ability on cooldown due to the "Time Start" method)
Edit: actually, doesn't Kerrigan's Drop Pod ability you copied from start on a timer of several minutes anyway?
I'm very very appreciate your detailed explanation, unfortunetely non of the methods helped me... The time start reseting after I building new structure (which the ability is on it), the behavior setted to the setting you said, but didn't give me any change, I have no clue how to do it with the requirement, I didn't find a guide neither on Wiki or here and I even tried your last suggest with the setups with no clue on how to do it. Because my lack of knowledge in the editor, without a very delaied step by step guid it will be very hard for me to understand what to do and how to do it.
I don't have a day/night trigger, but I saw a guide on it. I can follow this guide If you will give me the steps on how to proceed from there with the enabling tech which I will be able to use after it.
Won't it work if you just disallow this ability on map initialization and allow it after 20 min timer has expired?
Just create Timer variable, use Allow/Disallow Ability for Player and Start Timer on Map Initialization and again Allow/Disallow Ability for Player on Timer Expires event.
Probably you don't even need any timer and can just use Elapsed Time event.
I don't know where you looked, but the "K5 Drop Pods" ability clearly has an initial delay set under Cost+:Cooldown:Time Start. The value of 300 equates to 5 ingame minutes.
What could work if the ability doesn't have a regular on-use cooldown is to set the Location (in the same Cost+:Cooldown overview on the ability) to "Player". But it's probably easier to use triggers.
For the trigger solution, really you should read the wiki and some basic tutorials. I found all the objects mentioned by Downsizer in less than a minute both in the editor and on the wiki:
Hi guys, I'm trying to add the Drop Pods Kerrigen's ability to the hatchery. I copied the ability and added it to the hatchery, but in the test when I'm trying to activate it on any area, I'm getting the following error: "Can't turn toward target". Does anybody know what I need to do to make the ability work?
@li5445: Go
disable the ability flag that needs facing towards the target.
Set the ability's arc to 360.
Else make the unit turnable.
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
Problem fixed! Thank you so much guys! Another thing I need to know now please is how to change the number of units that will hatch from each pod?
I haven't looked at that specific ability but generally there will either be a Create Unit effect with a spawn count greater than 1 or there'll be a Create Persistent effect which sets the spawn number through its Period Count.
Found it! it was on K5 Drop Pod Roach/Zergling > Spawn Count. Thank for the help.
I almost done with the ability, I just need to know how to make the spawned units to take supply space when the ability is launched
Check the flags for the Create Unit 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
@DrSuperEvil: Go
I checked and didn't found somthing that mention supply... any other suggestions?
One more thing I need to know is how to make an ability (or button) to work only in late game time (for example: after 20 min)?
Sorry meant Effect - Creation Options the Uses Food flag.
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
@DrSuperEvil: Go
Found it! Thanks dude...
One more thing I need to know is how to make an ability (or button) to work only in late game time (for example: after 20 min)?
@li5445: Go
use a behaviour that runs out after 20 minutes or use triggers. after 20 min you set an dummy upgrade to 1. the enabled ability does have the requirement for this upgrade.
@FunkyUserName: Go
I have no idea on how to do that. I will very appreciate if you will able to give me a detailed steps on how to do that (with the behavior).
Just make sure the timer starts properly. If it's only a few active-cast abilities you can also use the Cooldown ->"Time Start" value in the Cost+ field of the ability, but keep in mind pretty much any data-based timer will start upon creation of its host (so if you spawn a unit 5 minutes into the game, that's when it starts ticking; if a hero unit is revived the timer will probably reset too)
For the behavior version the Duration is the timer and you add the abilities to the Modification+: Abilities Disabled field. Or make Requirements to count the buff which has more freedom for tooltips, but is more work to implement.
If you don't know how to do these simple edits I vehemently encourage you to look through the wiki and tutorials on this site, as well as look through existing setups in the editor (for instance the Nexus can't Chronoboost immediately due to lack of energy, Spawn Larvae has a countdown and only triggers the actual effect 40? seconds later and at least the Corruptor starts with its ability on cooldown due to the "Time Start" method)
Edit: actually, doesn't Kerrigan's Drop Pod ability you copied from start on a timer of several minutes anyway?
I would just use a trigger that gives an enabling tech. If you already have a day/night cycle for your map you could rig that up.
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
@Photoloss: Go
I'm very very appreciate your detailed explanation, unfortunetely non of the methods helped me... The time start reseting after I building new structure (which the ability is on it), the behavior setted to the setting you said, but didn't give me any change, I have no clue how to do it with the requirement, I didn't find a guide neither on Wiki or here and I even tried your last suggest with the setups with no clue on how to do it. Because my lack of knowledge in the editor, without a very delaied step by step guid it will be very hard for me to understand what to do and how to do it.
About what you asked: No it haven't.
@DrSuperEvil: Go
I don't have a day/night trigger, but I saw a guide on it. I can follow this guide If you will give me the steps on how to proceed from there with the enabling tech which I will be able to use after it.
Won't it work if you just disallow this ability on map initialization and allow it after 20 min timer has expired?
Just create Timer variable, use Allow/Disallow Ability for Player and Start Timer on Map Initialization and again Allow/Disallow Ability for Player on Timer Expires event.
Probably you don't even need any timer and can just use Elapsed Time event.
@Downsizer: Go
It could be a good solution, I just need to know how to EXACTLY do it...
I don't know where you looked, but the "K5 Drop Pods" ability clearly has an initial delay set under Cost+:Cooldown:Time Start. The value of 300 equates to 5 ingame minutes.
What could work if the ability doesn't have a regular on-use cooldown is to set the Location (in the same Cost+:Cooldown overview on the ability) to "Player". But it's probably easier to use triggers.
For the trigger solution, really you should read the wiki and some basic tutorials. I found all the objects mentioned by Downsizer in less than a minute both in the editor and on the wiki:
To disable ability on startup:
To reenable later:
Can you upload a map with this triggers? It will be much easier for me...