In my map trees replace minerals. Trees are 1x1, but not really different from minerals in everything else.
I want to make a building to place ontop of them that harvests resources. The harvesting part works fine, but I can't seem to get the actors right.
My first problem with this and other buildings - there is no animation while they are constructing. I would like them to have the Protoss Construction animation.
Secondly, the building disappears when placed on a mineral field (I am working on a seperate map file currently, that's why I can't test it with my trees).
I would also like to know if it is possible for an upgrade to replace a different upgrade, meaning that if you research upgrade 1 you lose upgrade 2 and vice versa.
Your question about upgrades is pretty easy, you only need to put in both upgrades in the plca of Show a field of Upgrade Complete, placing the other upgrade you have in the Upgrade Name, and in the Type put Queued or Better. I do not have the editor opened so some name fields may change but the basics are the same. Sorry but I don't know how to answer your first question, the only i can say you is the look the Refinery, it's almost the same as you like or the same.
Those units work on being built on top of the resource unit using the Behavior: Built On field. They have a periodic Buff behaviour that uses a set with a Modify Unit effect to decrease the resource on the resource unit and a Modify Player effect to give the player the resource. There are then requirements and actor events involved for various situations. Same for rich/normal resources except it uses validators.
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Well, there are only normal trees, so no issue with that. And like I said, the resource gathering part is working fine, so is the "built on" part. Whats not working is that the structures (all I made) are invisible during construction and the mineral-building is also invisble once built. How can I make them display the protoss construction animation when they are being built?
Under the Actors data type. Just have a Model type actor created on construction start. Use the other build named actors as examples for what the actor events need.
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Here is another problem: I have an ability that does damage and - if there are 3 certain behaviors on the target - also does AoE damage. So I made 3 validators with "Compare Unit Behavior Count" put my 3 behaviors in, set the value to 1 and the unit to None:Target. Then I made a combine validator and set it to "and" and added my 3 other validators. Then I added the validator to the search effect.
So now I have a set effect with the damage that is done no matter what and the search with the rest of the ability that should only occur with the 3 behaviors on the target. But no matter what I change about my validators, they seem to always return false.
Without the validator the effect works properly.
I removed single validators from the combine validator but that didn't change anything. Adding the validators individually instead of per combine validator also didn't do anything.
So definitely the validators are the problem.
Edit: Ha, pretty simple why it didn't work - the ability had the damage before the search, so in all cases the unit was dead after the first part of the ability. It worked without the validators because that meant that I didn't need to apply the behaviors (which deal considerable damage) and thus the unit survived the initial damage.
Pro tip: Always make sure your set effect-effects are in the right order.
I have to ask , how did you manage to get the harvesting to work?.
im trying to crate a resource that needs a building on top of it too, and i just can't get it to work with the data editor.
and I REALLY don't wanna do it with triggers, It's messy.
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In my map trees replace minerals. Trees are 1x1, but not really different from minerals in everything else.
I want to make a building to place ontop of them that harvests resources. The harvesting part works fine, but I can't seem to get the actors right.
My first problem with this and other buildings - there is no animation while they are constructing. I would like them to have the Protoss Construction animation.
Secondly, the building disappears when placed on a mineral field (I am working on a seperate map file currently, that's why I can't test it with my trees).
I would also like to know if it is possible for an upgrade to replace a different upgrade, meaning that if you research upgrade 1 you lose upgrade 2 and vice versa.
Your question about upgrades is pretty easy, you only need to put in both upgrades in the plca of Show a field of Upgrade Complete, placing the other upgrade you have in the Upgrade Name, and in the Type put Queued or Better. I do not have the editor opened so some name fields may change but the basics are the same.
Sorry but I don't know how to answer your first question, the only i can say you is the look the Refinery, it's almost the same as you like or the same.
Those units work on being built on top of the resource unit using the Behavior: Built On field. They have a periodic Buff behaviour that uses a set with a Modify Unit effect to decrease the resource on the resource unit and a Modify Player effect to give the player the resource. There are then requirements and actor events involved for various situations. Same for rich/normal resources except it uses validators.
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, there are only normal trees, so no issue with that. And like I said, the resource gathering part is working fine, so is the "built on" part. Whats not working is that the structures (all I made) are invisible during construction and the mineral-building is also invisble once built. How can I make them display the protoss construction animation when they are being built?
Under the Actors data type. Just have a Model type actor created on construction start. Use the other build named actors as examples for what the actor events need.
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
Okay, gonna try it out.
Here is another problem: I have an ability that does damage and - if there are 3 certain behaviors on the target - also does AoE damage. So I made 3 validators with "Compare Unit Behavior Count" put my 3 behaviors in, set the value to 1 and the unit to None:Target. Then I made a combine validator and set it to "and" and added my 3 other validators. Then I added the validator to the search effect.
So now I have a set effect with the damage that is done no matter what and the search with the rest of the ability that should only occur with the 3 behaviors on the target. But no matter what I change about my validators, they seem to always return false.
Without the validator the effect works properly.
I removed single validators from the combine validator but that didn't change anything. Adding the validators individually instead of per combine validator also didn't do anything.
So definitely the validators are the problem.
Edit: Ha, pretty simple why it didn't work - the ability had the damage before the search, so in all cases the unit was dead after the first part of the ability. It worked without the validators because that meant that I didn't need to apply the behaviors (which deal considerable damage) and thus the unit survived the initial damage.
Pro tip: Always make sure your set effect-effects are in the right order.
Unless the search is happening on the target it wont occur. Rather just apply the validator to the effect applied by the search?
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
@Scythe1250: Go
I have to ask , how did you manage to get the harvesting to work?.
im trying to crate a resource that needs a building on top of it too, and i just can't get it to work with the data editor. and I REALLY don't wanna do it with triggers, It's messy.