Okay, i wouldn't be wasting anybody's time asking this if I weren't incredibly dense. I've spent countless hours scouring this website, reading tutorials and digging through the forum. I just don't get it.
How can I activate the Warbot with the editor? I have no clue about what animation is doing what, no clue how to activate them.
The warbot is just sitting there in its unactivated mode, only moves. I want it to RAISE UP, and rain destruction upon things, but it just sits their, mocking my simplicity.
If I could be perhaps directed to some proper reading material, or if some one could dumb down their explanation enough for a drunken monkey to understand, I would worship the person who does so as my new god.
Please mighty Forum lords, take mercy on this simple fool!! Answer my plea!
simplest way is in his unit data in field Behaviors + add weapon behavior. they are named "Warbot - X"
they way he works is that he have no weapon initially and plays his "off" animation while standing. When you give him one of his weapon behaviors he gains weapon and changes animation
If you use the already present ares unit and stuff, it is already set up to support all his weapons and stuff. There are 3 behaviors you can use, one for each individual weapon. You just have to make sure, that the warbot gets one of these behaviors to activate the matching weapon. It is very simple, actually.
The 3 behaviors are called: Warbot - Anti-infantry Napalm Warbot - Anti-armor Missiles Warbot - All-purpose Cannons
Should be pretty obvious, which behavior enables which weapon ;)
You can add behaviors directly to the unit, if you add it to the Behavior: Behaviors + - field of the unit. You can also add it via trigger, there is a function to apply specific behaviors to units, or you can use another way, for example by creating an ability in the data editor, which adds the behavior.
I am not sure, if multiple weapons will work simultaneously, but it will bug out most likely.
If you don't want the pre-built Ares, it becomes way more complicated. Have a look at the Ares' Actor Events to get a vague impression of the involved work.
But behaviours can disable abilities and apply effects while abilities can also apply behaviours. Odds are you forgot to add the ability to the Ability - Abilities - Ability field of the Units data type and then link it to a command card. I say use an Effect - Instant or Effect - Tearget ability that applies the buffs using a Apply Behavior effect. If you opt for the instant use a Search Area effect to find them and apply the buff, if you use target apply the buff directly. Articles on all the stuff mentioned is in the wiki.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Okay, i wouldn't be wasting anybody's time asking this if I weren't incredibly dense. I've spent countless hours scouring this website, reading tutorials and digging through the forum. I just don't get it.
How can I activate the Warbot with the editor? I have no clue about what animation is doing what, no clue how to activate them. The warbot is just sitting there in its unactivated mode, only moves. I want it to RAISE UP, and rain destruction upon things, but it just sits their, mocking my simplicity.
If I could be perhaps directed to some proper reading material, or if some one could dumb down their explanation enough for a drunken monkey to understand, I would worship the person who does so as my new god.
Please mighty Forum lords, take mercy on this simple fool!! Answer my plea!
simplest way is in his unit data in field Behaviors + add weapon behavior. they are named "Warbot - X"
they way he works is that he have no weapon initially and plays his "off" animation while standing. When you give him one of his weapon behaviors he gains weapon and changes animation
@Nerfpl: Go
Okay then, to make sure I don't royally mess this up in my immense ignorance, can you elaborate just a little further as to how one does that?
Sorry for having the intellect of a wall of bricks, but you are my last hope!
I greatly appreciate your help! GREATLY
If you use the already present ares unit and stuff, it is already set up to support all his weapons and stuff. There are 3 behaviors you can use, one for each individual weapon. You just have to make sure, that the warbot gets one of these behaviors to activate the matching weapon. It is very simple, actually.
The 3 behaviors are called:
Warbot - Anti-infantry Napalm
Warbot - Anti-armor Missiles
Warbot - All-purpose Cannons
Should be pretty obvious, which behavior enables which weapon ;)
You can add behaviors directly to the unit, if you add it to the Behavior: Behaviors + - field of the unit. You can also add it via trigger, there is a function to apply specific behaviors to units, or you can use another way, for example by creating an ability in the data editor, which adds the behavior.
I am not sure, if multiple weapons will work simultaneously, but it will bug out most likely.
If you don't want the pre-built Ares, it becomes way more complicated. Have a look at the Ares' Actor Events to get a vague impression of the involved work.
@Kueken531: Go
So how exactly could I make an Ability activate him? I mean, I know how to make abilities, but I don't know how to make the abilities well, work.
abilities can work with effects. effects can apply behaviors
But behaviours can disable abilities and apply effects while abilities can also apply behaviours. Odds are you forgot to add the ability to the Ability - Abilities - Ability field of the Units data type and then link it to a command card. I say use an Effect - Instant or Effect - Tearget ability that applies the buffs using a Apply Behavior effect. If you opt for the instant use a Search Area effect to find them and apply the buff, if you use target apply the buff directly. Articles on all the stuff mentioned is in the wiki.
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