It seems like I am making a new thread every day with a new question about map making so I decided to just use this thread for all my questions to save some space.... Anyway,
I am having some trouble figuring out a problem with my custom map. I was wondering how I could remove the Marine shield from being on as default. I have been looking all through the data editor but I cant find the option to turn it on / off.
As for question 1, My marines dont have shields by default if i figure out the button to turn it on/off ill tell you though, question 2 when you make a copy ill assume your copy/pasting and im again not sure why the weapon sound isnt working but a possible solution is to right click the unit you want to copy and select duplicate, it should bring up a little box, when that comes up make sure that all tabs are checked (more importantly the sound one). Question 3 would be compeleted through simple triggers. If you mean however that you want to use the melee computer AI and have them attack a neutral building then you'll have to figure out how to alter the AI, which may be much harder than using simple triggers.
The marines having shields by default is probably just an editor thing. It seems sometimes not all the actor conditions / messages run correctly in the editor, so you have to see them in-game to see if they actually have the shields on. (That is where the shield thing should be also, inside the Actor Events for the marine.)
The marine model by default has the shield.
The marine model also has a subset of animations where the shield is hidden (called "Cover").
By default, the marine's actor (in the events field) is set up to use the "Cover" set of animations.
When you buy the Combat shields upgrade, the marine actor disables the the forced use of the "Cover" animations and starts using the normal animations.
Question 2- Why is it when I make a copy of a unit and include a copy of the default weapon there is no sound when the weapon fires in game?
Because you still need to set up the actor's event fields properly.
I figured out #2 for some reason when I used duplicate it would duplicate all the sounds however even in the sound previewer it made no sound, I deleted the mute copy and used a copy and paste of the old weapon.
Question # 4- I have a custom marine that is for the purpose of my map, a engineer and I need him to be able to repair buildings how would I go about giving him that ability / behavior?
Well As for Question #4 the animation of repairing is for scvs probes and drones HOWEVER do not loose hope as in theory you could tinker around with the repair Effect and incorporate that into your marines repair ability. (I haven't done anything with effects yet) #5 Making a unit that can create a unit of your choice? that question is just a little too vague but this is how i'm interpreting it, A unit that can train any other unit. This would require a long and hard process and simply using the command card and train ability impossible as there are too many units to add to the command card, however i'm sure you could accomplish this by painstakingly making an ability that gives your unit a dialog that (via triggers) gives you a unit that you can choose from inside the dialog. As for #6 again this can get a little complicated because i'm assuming your not going to give your unit an inventory to just pick up grenades and use from there, you want an item that refreshes the ability to use Toss Grenade, In order to do this you have 2 or 3 options that i can see, you can use validators to make it so your unit cannot use the toss grenade ability until l he's used the grenade pick up, you could make the grenade pick up give the player minerals or some resource that the ability will need to be used. Or a third and probably hardest but thorough solution is if you connect them through triggers.
-Hope i helped at least a little but looking back it seems like i through out a lot of advanced solutions for simple problems (my apologies).
nr. 3 make the computer attack move instead of normal attack. then the computer will prio the attacking player over the neutral building and go back if they survive. if u get a problem with it go watch the zerg invasion tutorial :D
Here is what im trying to accomplish create a unit that can drop ammo for another unit in this case I have a unit called a field ops. I want him to be able to train a unit (grenade pick up) at the cost of the field ops energy. I then would like other unit to be able to pick those grenades and add a charge to their grenade stock or If I could have a ability that would call in a crate and then have the crate replenish grenades through triggers.
It seems like I am making a new thread every day with a new question about map making so I decided to just use this thread for all my questions to save some space.... Anyway, I am having some trouble figuring out a problem with my custom map. I was wondering how I could remove the Marine shield from being on as default. I have been looking all through the data editor but I cant find the option to turn it on / off.
Question 2- Why is it when I make a copy of a unit and include a copy of the default weapon there is no sound when the weapon fires in game?
Question 3- How do I make a computer controlled player attack a neutral building but still attack players that attack them?
@ajilejay: Go
As for question 1, My marines dont have shields by default if i figure out the button to turn it on/off ill tell you though, question 2 when you make a copy ill assume your copy/pasting and im again not sure why the weapon sound isnt working but a possible solution is to right click the unit you want to copy and select duplicate, it should bring up a little box, when that comes up make sure that all tabs are checked (more importantly the sound one). Question 3 would be compeleted through simple triggers. If you mean however that you want to use the melee computer AI and have them attack a neutral building then you'll have to figure out how to alter the AI, which may be much harder than using simple triggers.
The marines having shields by default is probably just an editor thing. It seems sometimes not all the actor conditions / messages run correctly in the editor, so you have to see them in-game to see if they actually have the shields on. (That is where the shield thing should be also, inside the Actor Events for the marine.)
Umm...
The marine model by default has the shield. The marine model also has a subset of animations where the shield is hidden (called "Cover"). By default, the marine's actor (in the events field) is set up to use the "Cover" set of animations. When you buy the Combat shields upgrade, the marine actor disables the the forced use of the "Cover" animations and starts using the normal animations.
Because you still need to set up the actor's event fields properly.Thanks for the solutions guys,
I figured out #2 for some reason when I used duplicate it would duplicate all the sounds however even in the sound previewer it made no sound, I deleted the mute copy and used a copy and paste of the old weapon.
Question # 4- I have a custom marine that is for the purpose of my map, a engineer and I need him to be able to repair buildings how would I go about giving him that ability / behavior?
@ajilejay: Go
Nvm took me a while but i think i got it , However there is no animation for the repair is there anyway to add the default animation for repairing?
Question #5 How do I make a unit that can create a unit of my choice?
Question #6 How do I make the Grenade Pick Up(Unit) add 3 Charges to a unit with the ability toss grenades?
Well As for Question #4 the animation of repairing is for scvs probes and drones HOWEVER do not loose hope as in theory you could tinker around with the repair Effect and incorporate that into your marines repair ability. (I haven't done anything with effects yet) #5 Making a unit that can create a unit of your choice? that question is just a little too vague but this is how i'm interpreting it, A unit that can train any other unit. This would require a long and hard process and simply using the command card and train ability impossible as there are too many units to add to the command card, however i'm sure you could accomplish this by painstakingly making an ability that gives your unit a dialog that (via triggers) gives you a unit that you can choose from inside the dialog. As for #6 again this can get a little complicated because i'm assuming your not going to give your unit an inventory to just pick up grenades and use from there, you want an item that refreshes the ability to use Toss Grenade, In order to do this you have 2 or 3 options that i can see, you can use validators to make it so your unit cannot use the toss grenade ability until l he's used the grenade pick up, you could make the grenade pick up give the player minerals or some resource that the ability will need to be used. Or a third and probably hardest but thorough solution is if you connect them through triggers. -Hope i helped at least a little but looking back it seems like i through out a lot of advanced solutions for simple problems (my apologies).
@ajilejay: Go
nr. 3 make the computer attack move instead of normal attack. then the computer will prio the attacking player over the neutral building and go back if they survive. if u get a problem with it go watch the zerg invasion tutorial :D
@ThePraetor: Go
Here is what im trying to accomplish create a unit that can drop ammo for another unit in this case I have a unit called a field ops. I want him to be able to train a unit (grenade pick up) at the cost of the field ops energy. I then would like other unit to be able to pick those grenades and add a charge to their grenade stock or If I could have a ability that would call in a crate and then have the crate replenish grenades through triggers.