Here is what i accomplished making a Feegback tower:
I made FB so it wont need energy to attack, it can attack any unit (no energy required), i gave an AOE to it (max 10 units), i made it autocast (made the button passive so players cant deactivate it), it has 50 dmg/ 1.5 sec ( ill probly change that when balancing). it attacks air/ground
Base unit : High Templar
This is all cool but i want to give a footprint of 2x2 and make it unmovable (thus a tower), i have no problem doin that, but here is the problem :
When i add the footprint to the unit (via "Movement" tab) autocast or even if i manual cast the spell wont work!
I tried this out with Psi Storm as well with same result.
As soon as i remove the footprint it works properly again (Modified FB as well as Psi Storm) .
For this little "bug" i can't convert my HT to a tower...
Anyone who has any idea of what's wrong with this please write a suggestion !!
I just want to add , that i tried to add footprint to other units (no modifications, only the added footprint) as well (Marine, Archon, Stone Zealot, Hydralisk) and the result is the same with all of these units: no attack.
I changed the properties of these units to structure as well but no luck.
If i remove the footprint everything works...
So it seems that this might not be the way to convert my units (or any for that matter) to a tower.
Plz explain what am i doing wrong or what other methods are there to achieve converting a unit to a working tower.
You need to make weapon have 360 degree arc or give it a turret. Make the feedback a weapon not an ability. You will notice feedback uses a Damage effect to deal damage based on the target energy then uses a Modify Unit effect to remove all energy from the target.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
My feedback doesnt requires the target to have energy i modified that so it attacks like a weapon, but i dont know how i can make it an actual weapon nor how to give it a turret but ill check it out .
I appreciate your help tremenduosly !! thx
Here are 2 short vids to show you what exactly is happening.
I was able to make a weapon with FB's effects! works great! ( didnt think it was that simple ) i applied a footprint of 2x2 changed weapon arc to 360 so it does attack all around.
I have only 1 tiny problem now ..
I cant get it to do AOE anymore...
Im trying to add a search to the weapon it self but got confused a bit..
( yeah im a noob at this )
How do i add a turret and t/actor?
Am i adding that to the weapon or the unit itself?
I crashed into a build problem.
I want to use Stone Zealot as a tower, but i can't get my builder to build it.
I gave a button and all but it wont place it.
Error message : can't place location invalid
Whats happening?
Thx man i went back to check the footprint and there are 3 of them
Footprint, dead , placement; turns out i added the footprint for dead ( i'm not even sure if I need this )
and footprint but not to placement lol
( what a fool lol)
XD
thx bud
So i have some towers ready, but like to make them face the target(s) while attacking.
I searched around but didnt find any specific answer that would explain it step by step.
They need a turret. Look at this demo map. In short for units lacking a TurretZ attachment point you need to have your visual as an attached Model type actor to a hidden Unit actor with a turret attachment point.
I was able to add a footprint dummy to my tower trough triggers.
Its a modified auto-turret (so when a player builds a tower its actually 2 units )
I still have some problems tho..:
1: I need to remove the dummy when the tower is sold or canceled while building
2: My mob is spawning in a bunch which makes them run around when the path is choked(mazed) so I need to get my mob to spawn following each other, but I have no idea how to do that
3:I have trouble figuring out how to disallow blocking the path complitely with towers ( say player can build 8 towers in a row but the 8th would block path so it needs to be destroyed before it starts to build thus leaving a hole for the mob to pass trough the maze)
This is what i did:
I made a tower (its a DT) I wanted it to turn with the enemy so instead of giving it a footprint I just made it unmovable, than I modified an auto turret (named it TDFP) to be my footprint for the tower.
I added a trigger and named it to "Apply FootPrint Dummy".
This is how it looks like:
Event
-Unit-Any Unit construction progress is Started
Action
-Unit-Create 1 TDFP for player(Triggering PLayer) at (Position of (Triggering Unit)) facing 270.0 degrees (No Option)
It works perfectly. It creates my modified turret under the tower and acts as a blockage, but in the same time my tower turns towards the mob its shooting!
The only hick-up I have with this is that i dont know how to remove/destroy this turret if say I cancel the tower before its constructed or if I sell the tower.
Right now if i do that the turret stays where it was created....
1st we need a footprint dummy so go to data and make a new unit and name it to w/e you wish ( mine is "TD FP"):
-add a footprint to it ( i gave a 1x1 to footprint pathing and pathing placemment)
-don't change anything on the footprint
-in the "flags" section uncheck: "movable" ; check: "untargetable, unselectable, undetectable, uncommandable,not on radar, no tooltip, no score, no portray talk, no draw( this will hide the unit so check this when everything is done and working)
Now we need to change the colliders on the actual tower and the mob(s)
Go to your towers "Collide" section and check: "unused(Land10)". If you want your flying mob to "walk" through the maze than check : "unused (Air10) as well ( it doesn't nessesary have to be unused(land/air 10) it can be any other but, has to be one of the "unused" ones.Remove any other collider.
For the mobs:
ground mob collide = add "unused(Land10) ( the one you chose for your tower) leave the rest as is.
air mob collide = add "unused(Air10) ( the one you chose for your tower) leave the rest as is.
We need to add these colliders to make sure the mobs collide with our tower to prevent the separation of the footprint from the tower when trying to build on top of the mob thats running through the area ( it happened to me while tasting, thats how I came up with this solution)
OK, so we are done with the colliders now let jump to the triggers!
Make a new trigger and name it to something like "Remove FP" and do this:
Event:
(none)
Action:
- Unit - Kill (Closest unit to (Position of (Triggering unit)) in (TD FP units within 0.1 of (Position of (Triggering unit)) where player (Triggering player) matches filter Excluded: Missile, Dead, Hidden, with at most Any Amount))
Now lets create a new trigger and name it to "Apply FP" that should look like this:
Event:
- Unit - Any Unit construction progress is Started
Action:
- Unit - Create 1 TD FP for player (Triggering player) at (Position of (Triggering unit)) facing 270.0 degrees (No Options)
Where "TD FP" is the name of your unit, if i.e you named it to "Blocker" than it should be:
- Unit - Create 1 Blocker for player (Triggering player) at (Position of (Triggering unit)) facing 270.0 degrees (No Options)
And make a General custom scrip and copy-paste this to it:
Where "gt_RemoveFP" is the name of your trigger that removes the dummy if the tower dies. I.e you named that trigger to "Kill Dummy" than it should look like this:
Hello all !
Here is what i accomplished making a Feegback tower:
I made FB so it wont need energy to attack, it can attack any unit (no energy required), i gave an AOE to it (max 10 units), i made it autocast (made the button passive so players cant deactivate it), it has 50 dmg/ 1.5 sec ( ill probly change that when balancing). it attacks air/ground
Base unit : High Templar
This is all cool but i want to give a footprint of 2x2 and make it unmovable (thus a tower), i have no problem doin that, but here is the problem :
When i add the footprint to the unit (via "Movement" tab) autocast or even if i manual cast the spell wont work! I tried this out with Psi Storm as well with same result. As soon as i remove the footprint it works properly again (Modified FB as well as Psi Storm) . For this little "bug" i can't convert my HT to a tower...
Anyone who has any idea of what's wrong with this please write a suggestion !!
Thank very much !
Hi!
I just want to add , that i tried to add footprint to other units (no modifications, only the added footprint) as well (Marine, Archon, Stone Zealot, Hydralisk) and the result is the same with all of these units: no attack. I changed the properties of these units to structure as well but no luck. If i remove the footprint everything works...
So it seems that this might not be the way to convert my units (or any for that matter) to a tower.
Plz explain what am i doing wrong or what other methods are there to achieve converting a unit to a working tower.
Thx a lot!
You need to make weapon have 360 degree arc or give it a turret. Make the feedback a weapon not an ability. You will notice feedback uses a Damage effect to deal damage based on the target energy then uses a Modify Unit effect to remove all energy from the target.
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
Thx so much!
My feedback doesnt requires the target to have energy i modified that so it attacks like a weapon, but i dont know how i can make it an actual weapon nor how to give it a turret but ill check it out .
I appreciate your help tremenduosly !! thx
Here are 2 short vids to show you what exactly is happening.
Weapons have an effect field that can use an effect tree just like abilities.
You give the unit a turret and Turret actor.
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 was able to make a weapon with FB's effects! works great! ( didnt think it was that simple ) i applied a footprint of 2x2 changed weapon arc to 360 so it does attack all around.
I have only 1 tiny problem now .. I cant get it to do AOE anymore... Im trying to add a search to the weapon it self but got confused a bit.. ( yeah im a noob at this )
How do i add a turret and t/actor? Am i adding that to the weapon or the unit itself?
Under the Units data type you add the turret and the turret for the weapon in the fields just above where you add the weapon for the unit.
For your splash you just need to add a Search Area effect between the weapon and your set. Make sure it has a 360 degree radius and a max count of -1.
If you have a turret you dont need a weapon arc of 360. Only models with a TurretZ attachment point can have a turret but there are workarounds.
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
Thx a buch!!
Ill get on to work on it right away!
Hopefully i wont bother you with this anymore ;) (but i may with other issues that will come about LOL)
@ElBushido: Go Hi,
I crashed into a build problem. I want to use Stone Zealot as a tower, but i can't get my builder to build it. I gave a button and all but it wont place it. Error message : can't place location invalid Whats happening?
Something wrong with the placement footprint for the unit?
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
Thx man i went back to check the footprint and there are 3 of them Footprint, dead , placement; turns out i added the footprint for dead ( i'm not even sure if I need this ) and footprint but not to placement lol ( what a fool lol) XD thx bud
@ElBushido: Go
Hi all !
So i have some towers ready, but like to make them face the target(s) while attacking. I searched around but didnt find any specific answer that would explain it step by step.
Plz help if u know how to get this workin thx !
They need a turret. Look at this demo map. In short for units lacking a TurretZ attachment point you need to have your visual as an attached Model type actor to a hidden Unit actor with a turret attachment point.
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
Hi,
I was able to add a footprint dummy to my tower trough triggers. Its a modified auto-turret (so when a player builds a tower its actually 2 units )
I still have some problems tho..:
1: I need to remove the dummy when the tower is sold or canceled while building
2: My mob is spawning in a bunch which makes them run around when the path is choked(mazed) so I need to get my mob to spawn following each other, but I have no idea how to do that
3:I have trouble figuring out how to disallow blocking the path complitely with towers ( say player can build 8 towers in a row but the 8th would block path so it needs to be destroyed before it starts to build thus leaving a hole for the mob to pass trough the maze)
Help plz :(
Thx
3) TDs usually just get mobs to attack through the barricade if there is no possible pathing
2)Try reducing collision
1) Why you using a dummy?
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
This TD will not have the mob attacking the towers they just run through the designated player area and player kills as much as he/she can.
With dummy i can apply the same to all the units created instead of making each and every tower with a turret.
Reducing collision u mean units radius or..?
@ElBushido: Go
This is what i did: I made a tower (its a DT) I wanted it to turn with the enemy so instead of giving it a footprint I just made it unmovable, than I modified an auto turret (named it TDFP) to be my footprint for the tower. I added a trigger and named it to "Apply FootPrint Dummy". This is how it looks like:
Event -Unit-Any Unit construction progress is Started
Action -Unit-Create 1 TDFP for player(Triggering PLayer) at (Position of (Triggering Unit)) facing 270.0 degrees (No Option)
It works perfectly. It creates my modified turret under the tower and acts as a blockage, but in the same time my tower turns towards the mob its shooting!
The only hick-up I have with this is that i dont know how to remove/destroy this turret if say I cancel the tower before its constructed or if I sell the tower. Right now if i do that the turret stays where it was created....
@ElBushido: Go
@ElBushido: Go
Hi all !
I have the solution for this now:
1st we need a footprint dummy so go to data and make a new unit and name it to w/e you wish ( mine is "TD FP"):
-add a footprint to it ( i gave a 1x1 to footprint pathing and pathing placemment)
-don't change anything on the footprint
-in the "flags" section uncheck: "movable" ; check: "untargetable, unselectable, undetectable, uncommandable,not on radar, no tooltip, no score, no portray talk, no draw( this will hide the unit so check this when everything is done and working)
Now we need to change the colliders on the actual tower and the mob(s)
Go to your towers "Collide" section and check: "unused(Land10)". If you want your flying mob to "walk" through the maze than check : "unused (Air10) as well ( it doesn't nessesary have to be unused(land/air 10) it can be any other but, has to be one of the "unused" ones.Remove any other collider.
For the mobs:
ground mob collide = add "unused(Land10) ( the one you chose for your tower) leave the rest as is. air mob collide = add "unused(Air10) ( the one you chose for your tower) leave the rest as is.
We need to add these colliders to make sure the mobs collide with our tower to prevent the separation of the footprint from the tower when trying to build on top of the mob thats running through the area ( it happened to me while tasting, thats how I came up with this solution)
OK, so we are done with the colliders now let jump to the triggers!
Make a new trigger and name it to something like "Remove FP" and do this:
Event: (none)
Action:
- Unit - Kill (Closest unit to (Position of (Triggering unit)) in (TD FP units within 0.1 of (Position of (Triggering unit)) where player (Triggering player) matches filter Excluded: Missile, Dead, Hidden, with at most Any Amount))
Now lets create a new trigger and name it to "Apply FP" that should look like this:
Event:
- Unit - Any Unit construction progress is Started
Action:
- Unit - Create 1 TD FP for player (Triggering player) at (Position of (Triggering unit)) facing 270.0 degrees (No Options)
Where "TD FP" is the name of your unit, if i.e you named it to "Blocker" than it should be:
- Unit - Create 1 Blocker for player (Triggering player) at (Position of (Triggering unit)) facing 270.0 degrees (No Options)
And make a General custom scrip and copy-paste this to it:
TriggerAddEventUnitDied(gt_RemoveFP,UnitRefFromUnit(EventUnitProgressUnit()));
Where "gt_RemoveFP" is the name of your trigger that removes the dummy if the tower dies. I.e you named that trigger to "Kill Dummy" than it should look like this:
TriggerAddEventUnitDied(gt_KillDummy,UnitRefFromUnit(EventUnitProgressUnit()));
Now we have a tower that has a footprint, but still rotates towards the enemy its shooting!
Good luck with your TDs !
Huge thanks goes out to :
DrSuperEvil
TheFed
@ElBushido: Go
Hi !
I forgot to mention that you need an actor for your footprint dummy...
Duplicate any actor than edit the "Death effect Model" to none and the "Death effect sound" to none.
Modify all the sounds to none.
Modify the Radius to 0.
Modify "Scale Maximium" to 0.5
Modify Scale Minimum" to 0.5 ( only for testing so you see the footprint, it wont matter as soon as you check "no draw")
And finally at the very bottom of the right side you'll see: Token/( unit name) under unit name you need to change this to the footprint dummy unit.
Thanks for reading ! Good Luck!