1). How do I increase the site range of this building so that it can see farther into the fog of war?
2). How do I decrease (if possible) or remove the visible minimap circle that is shown to everyone when one is contructed?
3). How do I make this building have the ability to see invisible units or burrowed units (how do I make it a detector)?
Easy. Go to the Data editor under the Behavior-tab and search the effect "Sensor Tower - Radar"
In there you have a field called "Modifications+" click it and a new window pops up.
Scroll down in there until you reach the fields called "Detection xxx" (about 2/3 down the page).
1.) Sight range increase under the field "Radar"
2.) EDIT: See below.
3.) Burrowed/Invisible detection under the field "Radar filters"
To change the circle radius / remove it:
Go to the the Actors-tab and search for "Radar Tower Radar".
In there you have a field called "Range". Set it to whatever radius you want. 0 will disable it.
Thank you so much. And since you seem to know exactly what you are talking about can I ask you one more question?
I want a zealot to construct this sensory tower. I have it all setup, but when he goes to construct in game the zealot just stands there with no animations. Is there a way to make him run around looking like he building it himself? Or if nothing else Can I find out how to make him invisible during construction or better yet make the sensory tower warp in like other protoss buildings? that way he can set it and leave and it will construct on its on.
I guess you're talking about the warp-in graphics there?
I partially know how to do it.
1.) Go to actors and find the "ProtossBuildingBirthSmall (unnamed)"
2.) Open the "Events+" field on the right.
3.) Right-click and Add Event. A new "trigger" appears on the left.
4.) Click on the line right next to the icon of the red flag (should say ActionDamage).
5.) On the left side change "Msg. Type" to "Construction"
6.) On the left side change "Source Name" to "Sensor tower"
7.) On the left side change "Sub Name" to "Start"
8.) Now click on the line under the one with the red flag (should say ActionImpact).
5.) On the left side change "Msg. Type" to "Create"
Hit OK and test your map. The warp-in should show up now.
The problem is that the original building animation overlaps this. I know how to remove this building animation, but as a drawback you cannot select the sensor tower until it finished building. I'm tinkering with this right now.. but I can't find any more than that atm.
Edit: Eh, there's several actors interlinked which create and manage the different stages of construction... finding out more takes too much time.. Anyway, if you want the construction animation to completely disappear at the cost of being unable to select the building until it's done, then say it and I'll write how to do so. Otherwise I can't help you in this regard anymore. I'm not an expert, maybe something else knows more about building construction animations.
PS: actually the combination of both effects looks pretty hot. Like... an instable warp hole in a terran research structure.
A couple more things if you don't mind. Is there anyways to have the building be set and continue production without the zealot remaining there to build it? Kind of like the probe does with other Protoss buildings?
And, If I wanted lets say a zerg unit to construct something after it goes to mutate can I make it so that the unit doesn't get consumed while constructing it?
Easy. Go to the Data editor under the Behavior-tab and search the effect "Sensor Tower - Radar"
In there you have a field called "Modifications+" click it and a new window pops up.
Scroll down in there until you reach the fields called "Detection xxx" (about 2/3 down the page).
1.) Sight range increase under the field "Radar"
2.) EDIT: See below.
3.) Burrowed/Invisible detection under the field "Radar filters"
To change the circle radius / remove it:
Go to the the Actors-tab and search for "Radar Tower Radar".
In there you have a field called "Range". Set it to whatever radius you want. 0 will disable it.
Had one more quick question for you. I went deal with my first problem (increasing the fog of war vision around this constructed building) by doing as you said and changing "Radar" but what that did in-game was increase the actual detection of enemies in the fog of war and did not reveal fog of war itself. I have been trying to find where this is at and I'm at a loss here if you know please let me know Thank you.
"A couple more things if you don't mind. Is there anyways to have the building be set and continue production without the zealot remaining there to build it? Kind of like the probe does with other Protoss buildings?"
How are you doing it right now? The terran way? Then just add the building to the protoss command card the same way you did with the terran.
"And, If I wanted lets say a zerg unit to construct something after it goes to mutate can I make it so that the unit doesn't get consumed while constructing it? "
No idea about that
"Had one more quick question for you. I went deal with my first problem (increasing the fog of war vision around this constructed building) by doing as you said and changing "Radar" but what that did in-game was increase the actual detection of enemies in the fog of war and did not reveal fog of war itself. I have been trying to find where this is at and I'm at a loss here if you know please let me know Thank you."
You just have to increase sight range for that.. Go to Data-Editor, Unit-tab, search for the field "Sight Radius" and set to to your desired sight range. It'll reveal the FoW.
There are flags for each entry on a Build ability that indicate whether the worker must "channel" the build to finish it, whether the worker is hidden inside the building while it's building (like a drone) and whether the worker is killed when construction finishes, among other things.
There are flags for each entry on a Build ability that indicate whether the worker must "channel" the build to finish it, whether the worker is hidden inside the building while it's building (like a drone) and whether the worker is killed when construction finishes, among other things.
Where can i find these flags at?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
A couple of things relating to the sensory tower:
1). How do I increase the site range of this building so that it can see farther into the fog of war? 2). How do I decrease (if possible) or remove the visible minimap circle that is shown to everyone when one is contructed? 3). How do I make this building have the ability to see invisible units or burrowed units (how do I make it a detector)?
Thank you
Easy. Go to the Data editor under the Behavior-tab and search the effect "Sensor Tower - Radar"
In there you have a field called "Modifications+" click it and a new window pops up.
Scroll down in there until you reach the fields called "Detection xxx" (about 2/3 down the page).
1.) Sight range increase under the field "Radar"
2.) EDIT: See below.
3.) Burrowed/Invisible detection under the field "Radar filters"
To change the circle radius / remove it:
Go to the the Actors-tab and search for "Radar Tower Radar".
In there you have a field called "Range". Set it to whatever radius you want. 0 will disable it.
@s3rius: Go
Thank you so much. And since you seem to know exactly what you are talking about can I ask you one more question?
I want a zealot to construct this sensory tower. I have it all setup, but when he goes to construct in game the zealot just stands there with no animations. Is there a way to make him run around looking like he building it himself? Or if nothing else Can I find out how to make him invisible during construction or better yet make the sensory tower warp in like other protoss buildings? that way he can set it and leave and it will construct on its on.
Thank you,
I guess you're talking about the warp-in graphics there?
I partially know how to do it.
1.) Go to actors and find the "ProtossBuildingBirthSmall (unnamed)"
2.) Open the "Events+" field on the right.
3.) Right-click and Add Event. A new "trigger" appears on the left.
4.) Click on the line right next to the icon of the red flag (should say ActionDamage).
5.) On the left side change "Msg. Type" to "Construction"
6.) On the left side change "Source Name" to "Sensor tower"
7.) On the left side change "Sub Name" to "Start"
8.) Now click on the line under the one with the red flag (should say ActionImpact).
5.) On the left side change "Msg. Type" to "Create"
Hit OK and test your map. The warp-in should show up now.
The problem is that the original building animation overlaps this. I know how to remove this building animation, but as a drawback you cannot select the sensor tower until it finished building. I'm tinkering with this right now.. but I can't find any more than that atm.
Edit: Eh, there's several actors interlinked which create and manage the different stages of construction... finding out more takes too much time.. Anyway, if you want the construction animation to completely disappear at the cost of being unable to select the building until it's done, then say it and I'll write how to do so. Otherwise I can't help you in this regard anymore. I'm not an expert, maybe something else knows more about building construction animations.
PS: actually the combination of both effects looks pretty hot. Like... an instable warp hole in a terran research structure.
@s3rius: Go
A couple more things if you don't mind. Is there anyways to have the building be set and continue production without the zealot remaining there to build it? Kind of like the probe does with other Protoss buildings?
And, If I wanted lets say a zerg unit to construct something after it goes to mutate can I make it so that the unit doesn't get consumed while constructing it?
Thanks everything works great!
Had one more quick question for you. I went deal with my first problem (increasing the fog of war vision around this constructed building) by doing as you said and changing "Radar" but what that did in-game was increase the actual detection of enemies in the fog of war and did not reveal fog of war itself. I have been trying to find where this is at and I'm at a loss here if you know please let me know Thank you.
"A couple more things if you don't mind. Is there anyways to have the building be set and continue production without the zealot remaining there to build it? Kind of like the probe does with other Protoss buildings?"
How are you doing it right now? The terran way? Then just add the building to the protoss command card the same way you did with the terran.
"And, If I wanted lets say a zerg unit to construct something after it goes to mutate can I make it so that the unit doesn't get consumed while constructing it? "
No idea about that
"Had one more quick question for you. I went deal with my first problem (increasing the fog of war vision around this constructed building) by doing as you said and changing "Radar" but what that did in-game was increase the actual detection of enemies in the fog of war and did not reveal fog of war itself. I have been trying to find where this is at and I'm at a loss here if you know please let me know Thank you."
You just have to increase sight range for that.. Go to Data-Editor, Unit-tab, search for the field "Sight Radius" and set to to your desired sight range. It'll reveal the FoW.
Fukken forum messes up quotes -.-
There are flags for each entry on a Build ability that indicate whether the worker must "channel" the build to finish it, whether the worker is hidden inside the building while it's building (like a drone) and whether the worker is killed when construction finishes, among other things.
Where can i find these flags at?