Basically what I am trying to do is have a different hatchery with larva that produces different sets of units. I have already figured out how to make a different hatchery. That was relatively easy, but the larva is an entirely other story. I'd also like to know how to produce larva for Primal Hatcheries and how to alter the larva. After looking through the data editor a bit, my guess is that it has something to do with the larva missile release actions and effects, but I am currently puzzled by this as I am still rather confused as to where I should simply start checking.
Sounds like you'd want to have a look at the Larva - Morph Unit (Larva -> Basic) ability of the larva to see how it's done and create a new one so you can morph different units from it.
Sounds like you'd want to have a look at the Larva - Morph Unit (Larva -> Basic) ability of the larva to see how it's done and create a new one so you can morph different units from it.
It seems to be a bit more difficult than this. Here is the thing. The Larva is slowly generated in some manner. When I try to change the larva that applies to the main hatchery the units get changed for every type of hatchery I build even if the hatcheries are different. Currently I am having a look at the larva train actor and larva release. I think they might have something to do with it, but I am still largely unsure.
Its for Multiplayer. The specific object and goal though is to have different types of hatcheries that can each produce different larva rather than globally, but still be qued and spawn larva similar to how is normally done. If I could find out how to change the larva for a specific hatchery rather than globally this would probably solve the problem. I am not trying to have it so that different Zerg players start out with different units though. For example: I have a primal hatchery, regular hatchery and Amon hatchery. For anyone who chooses Zerg, I want them to be able to choose these different hatcheries each with different units associated with them. I could simply do this by just making menus at the hatches themselves, but that feels like it would be half-hazard.
A Spawn behavior is what creates the larvae. I should have been more clear; you have to create a new larva unit and create a new Train ability and add it to the new larva unit. Then set the unit created in the Spawn behavior to this new larva unit. Then replace the Hatchery - Spawn Larvae behavior on your new Hatchery with this new behavior.
Actors are just visuals applied to effects/behaviors/etc. They don't change the function of the unit. The Larva Release launch missile effect is just for when the Queen adds larvae to the Hatchery.
A Spawn behavior is what creates the larvae. I should have been more clear; you have to create a new larva unit and create a new Train ability and add it to the new larva unit. Then set the unit created in the Spawn behavior to this new larva unit. Then replace the Hatchery - Spawn Larvae behavior on your new Hatchery with this new behavior.
Actors are just visuals applied to effects/behaviors/etc. They don't change the function of the unit. The Larva Release launch missile effect is just for when the Queen adds larvae to the Hatchery.
Okay. I understood everything well up until the spawn behavior part. I am not sure where to find this section to assign it to the unit. Same goes with the Hatchery Spawn Larvae behavior. This is something I have been confused about for a while when it comes to setting up behaviors. Would you mind posting a pictures of the places I need to input that information? The pictures below show places that I was looking.
Alright. I am understanding better now. I found the Hatchery-Spawn Larvae section and where I would need to put the behavior, but I still am not sure where to find the spawn behavior and/or create it to add it there. I currently have the new larva with the train ability done and added.
EDIT:
Few moments. I think I figured it out.
RE: EDIT:
Hell yea! It worked. I was so puzzled by this for such a while. I could not figure out how to assign behaviors to units. The mistake I was making was not checking the actual behavior itself in the behaviors tab. Once I found out about this, adding it to the hatchery behaviors was easy. Thank you very much. I appreciate your help on this. Now I can finally get underway with creating the Zerg units.
Basically what I am trying to do is have a different hatchery with larva that produces different sets of units. I have already figured out how to make a different hatchery. That was relatively easy, but the larva is an entirely other story. I'd also like to know how to produce larva for Primal Hatcheries and how to alter the larva. After looking through the data editor a bit, my guess is that it has something to do with the larva missile release actions and effects, but I am currently puzzled by this as I am still rather confused as to where I should simply start checking.
Sounds like you'd want to have a look at the Larva - Morph Unit (Larva -> Basic) ability of the larva to see how it's done and create a new one so you can morph different units from it.
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Solo campaign or online multiplayer ?
If for solo campaign you could add triggers to make a certain hive spawn more larva units.
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Its for Multiplayer. The specific object and goal though is to have different types of hatcheries that can each produce different larva rather than globally, but still be qued and spawn larva similar to how is normally done. If I could find out how to change the larva for a specific hatchery rather than globally this would probably solve the problem. I am not trying to have it so that different Zerg players start out with different units though. For example: I have a primal hatchery, regular hatchery and Amon hatchery. For anyone who chooses Zerg, I want them to be able to choose these different hatcheries each with different units associated with them. I could simply do this by just making menus at the hatches themselves, but that feels like it would be half-hazard.
Ahh I see.
If I understand it correctly you want the player to start out as normal zerg but later they can choose to evolve into primal or amon.
And you want those hatcheries [primal / amon] to produce different amount of of larva.
Well, you could make new abilities that generate certain amount of larva and give restriction / requirement to those abilites.
or
Create new larva units for each race and change the number of spawn units and give restriction / requirement for each race.
For example, the zerg have zergling [hatch 1] and swarmling [hatch 3]
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
A Spawn behavior is what creates the larvae. I should have been more clear; you have to create a new larva unit and create a new Train ability and add it to the new larva unit. Then set the unit created in the Spawn behavior to this new larva unit. Then replace the Hatchery - Spawn Larvae behavior on your new Hatchery with this new behavior.
Actors are just visuals applied to effects/behaviors/etc. They don't change the function of the unit. The Larva Release launch missile effect is just for when the Queen adds larvae to the Hatchery.
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
SC2Saver, a way to create saved games via trigger
Frustrated with the editor and would like answers in real time? Join the SC2Mapster Discord!
I am going to give these suggestions a try a bit and see if I can figure out the problem for a bit. I will post stating how it goes.
Put it under the Behavior: Behaviors - Behavior field of the unit. You should find the lair/hatchery etc already has one in that field.
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
Alright. I am understanding better now. I found the Hatchery-Spawn Larvae section and where I would need to put the behavior, but I still am not sure where to find the spawn behavior and/or create it to add it there. I currently have the new larva with the train ability done and added.
EDIT:
Few moments. I think I figured it out.
RE: EDIT:
Hell yea! It worked. I was so puzzled by this for such a while. I could not figure out how to assign behaviors to units. The mistake I was making was not checking the actual behavior itself in the behaviors tab. Once I found out about this, adding it to the hatchery behaviors was easy. Thank you very much. I appreciate your help on this. Now I can finally get underway with creating the Zerg units.