AFAIK, Events+ is only for models. I think you misunderstood the morph ability. A unit is created through the morph ability and the actor/model is changed through this actors events+.
I think he wants to attach a unit onto another actor wise. Just have a Model type actor that uses the model of the desired unit that is hosted on the Unit type actor of the base unit before adjusting the site operations with whatever you neeed to get it to look right. As for animating it you need to just copy and paste the events from the Unit type actor.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Im trying to do what Legion TD/Squadron TD does when the round starts. A unit is built during a build time, then once the timer runs out that unit goes invisible and another unit, replaces that unit at its exact same spot. Then when the attack is done, the new unit is removed and the original unit goes visible again.
I tried through regular triggering and cant figure it out, and im sure its done through actor events, but i cant figure it out there also.
Thanks, but i've already tried this. The problem is it only creates one unit at the last created unit.
You need to think about your last post and the response prior to it.... he told you exactly how to do it.... but since your a noob.... Ill spoon feed it to you
CreateActiveUnits(action definition) -call this from your trigger that handles the timer count down when the round starts
pick each unit in playable map area
make picked unit invisible
spawn actual unit at point of picked unit
thats all it takes..... now you would want some conditions to filter out ... units from non players or units that are not "actual turrets"....
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problem is not how to get them to go invisible, or when to get the trigger. its to get the unit to actually spawn at every original unit.
I've had this exactly:
unit grp: pick every unit of type x in entire map for all players and do
create 1 unit z at position of picked unit (ignore placement)
made a trigger that corresponds to this one, that when the original unit is made it enters x variable unit group.
The problem with picked unit, is it only creates at the last created unit of the unit group.
EDIT*
Thanks guys, turns out i had it set that the builder was being stored in the unit group, which was explaining why it was creating the 1 unit only at the last created unit, because thats where the builder was.
I would just hide the original unit via events, make it unselectable, commandable, disable attack movement etc and supress collision using a buff and then just create the unit on it but when the unit expires it removed the buff from the caster unit.
thanks but i've already figured it out, just messed up on 1 of the triggers by having the variable set to (triggering unit) instead of (created unit) = unit group x
trying to create a unit on top of another unit through the original unit's actor events.
how can this be done?
@Stexen: Go
AFAIK, Events+ is only for models. I think you misunderstood the morph ability. A unit is created through the morph ability and the actor/model is changed through this actors events+.
Correct me if I'm wrong. I'm not enterily sure.
I think he wants to attach a unit onto another actor wise. Just have a Model type actor that uses the model of the desired unit that is hosted on the Unit type actor of the base unit before adjusting the site operations with whatever you neeed to get it to look right. As for animating it you need to just copy and paste the events from the Unit type 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
Let me explain properly.
Im trying to do what Legion TD/Squadron TD does when the round starts. A unit is built during a build time, then once the timer runs out that unit goes invisible and another unit, replaces that unit at its exact same spot. Then when the attack is done, the new unit is removed and the original unit goes visible again.
I tried through regular triggering and cant figure it out, and im sure its done through actor events, but i cant figure it out there also.
Actor events can't create new fully working units.
You need to create a new unit via effects or you just use triggers to create a new unit and hide the old one.
@Ahli634: Go
How would i go about making a trigger to place 1 x-unit at every 1 z-unit?
@Stexen:
unit grp: pick every unit of type x in entire map for all players and do
create 1 unit z at position of picked unit (ignore placement)
now you got 1 z on top of every x .
@Zytrug: Go
Thanks, but i've already tried this. The problem is it only creates one unit at the last created unit.
You need to think about your last post and the response prior to it.... he told you exactly how to do it.... but since your a noob.... Ill spoon feed it to you
thats all it takes..... now you would want some conditions to filter out ... units from non players or units that are not "actual turrets"....
@SouLCarveRR: Go
problem is not how to get them to go invisible, or when to get the trigger. its to get the unit to actually spawn at every original unit.
I've had this exactly:
unit grp: pick every unit of type x in entire map for all players and do create 1 unit z at position of picked unit (ignore placement)
made a trigger that corresponds to this one, that when the original unit is made it enters x variable unit group.
The problem with picked unit, is it only creates at the last created unit of the unit group.
Much thanks guys! Credits will be given!
I would just hide the original unit via events, make it unselectable, commandable, disable attack movement etc and supress collision using a buff and then just create the unit on it but when the unit expires it removed the buff from the caster 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
thanks but i've already figured it out, just messed up on 1 of the triggers by having the variable set to (triggering unit) instead of (created unit) = unit group x
Just a world of advice, triggers and data both can lag if used in the wrong situations. Consider that if you will have alot of units using this.
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