Does anyone know of any way to make the buildings labeled infestable colony __ appear infested? I found the models for the stuff that goes on top of them and tried apply different behaviors.. But everything failed. I'm sure its not that hard.
It seems like the missle attack which is used to infest the colonies in the campaign is a "unit" named Weapon - somethin... Ill have to post the exact name later. Im super tired.
Hey, the infestable buildings and the tentacles that go around the buildings are two seperate models. I'm trying to figure out how to add the tentacle model to the infestable building model but I'm not having much luck.
It turns out that making those buildings infested is easier than I could have hoped. Every Infestable building has a behavior called Colony Infestation. This behavior simply needs to be called out in a trigger in order to perform it's function.
So your trigger would look like this on the screen (I have all my infested buildings set to player 0)
Trigger Name
Events
* Game - Map initialization
Local Variables
Conditions
Actions
* Unit Group - Pick each unit in (Any units in (Entire map) owned by player 0 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
* * Actions
* * * Unit - Add 1 Colony Infestation to (Picked unit) from Infestable Bio-Dome [131.50, 125.50]
The "Infestable Bio-Dome [131.50, 125.50]" can just be any of the infestable buildings since they all have the Colony Infestation behavior. Hope this helps.
Does anyone know of any way to make the buildings labeled infestable colony appear infested? I found the models for the stuff that goes on top of them and tried apply different behaviors.. But everything failed. I'm sure its not that hard. It seems like the missle attack which is used to infest the colonies in the campaign is a "unit" named Weapon - somethin... Ill have to post the exact name later. Im super tired.
Som1 help me infest my colonists!!
You must do a pair Things
1 go to the actor of a infested building (Actor Infested Armory)
2 go to events
3 search colony infesteasion
4 than you see an event ''behavior colony infestasion on what you must do is changes behavior in unit birth
5 than you have unit birth than you select infetabel infested ''unit'' (armory
6 than you must select suppressed
7 you have now unit birth-infestabel infested ''unit'' suppressed
now you can plache infested building you see now alone in game (not in editor) if you want to see it in editor
you must
8 copy unit brith infesteble infested ''unit'' suppressed
9 paste
10 changes supressed in editor placement now you see youre building in the editor
hope its help
The add beavior is defficult (or you need the infestasion abbility) you could better changes the trigers from colonyinfestasion (armory) to unit brith-armory-supressed that copy the actor and make 2 copys and changes supressed to edetor placement and editor placement cursor
I'll explain it the easy way. You can do this via triggers or making an ability+behaviours+effects+etc.. but it's too complicated.
If you simply what the infested visuals when you spawn/create the barracks, then this is the easiest way.
2 options, duplicate default barracks or the infestable infested barracks. Seems logical to choose the later but we will dupe the first because it has more features such as construction animations, lift-off capability and creep encroachment.
1. Make a new map with Swarm or Liberty Campaign as the dependency
2. Duplicate the normal barracks and its actor (should also be barracks icon).
3. Go into the duplicated actor's events tab/array and on the bottom you'll see something like:
Behaviour.colony infestation.on
Create infestation barracks
..which basically means when the behaviour (debuff/buff) called "colony infestation" is placed on this actor, it'll call another actor called "infestation barracks"
4. Make a new event in that array/tab with
UnitBirth.YourNewBarracksActor
Create infestationBarracks
Don't confuse the actors InfestedBarracks and InfeststionBarracks; two completely different things. Anyway this will basically spawn the infestation visuals when the unit is created. You will be able to see the effect in the editor as well.
4. (optional) now lets do the bunker. Similar reasons to barracks, duplicate the regular bunker (and its actor) instead of the infested bunker so you have access to things like the shrike turret and bunker plating from the campaign. Go into its new actor and add another Event like:
UnitBirth.Bunker2
Create InfestationBunker
..And that's the bunker done now too. If you place one in the editor, it'll automagically create the infestation model inside of it.
One caveat is that when you liftoff a building, the infested visual still has the infested footprint under the structure but that's something for another tutorial...
Does anyone know of any way to make the buildings labeled infestable colony __ appear infested? I found the models for the stuff that goes on top of them and tried apply different behaviors.. But everything failed. I'm sure its not that hard. It seems like the missle attack which is used to infest the colonies in the campaign is a "unit" named Weapon - somethin... Ill have to post the exact name later. Im super tired.
Som1 help me infest my colonists!!
Hey, the infestable buildings and the tentacles that go around the buildings are two seperate models. I'm trying to figure out how to add the tentacle model to the infestable building model but I'm not having much luck.
It turns out that making those buildings infested is easier than I could have hoped. Every Infestable building has a behavior called Colony Infestation. This behavior simply needs to be called out in a trigger in order to perform it's function.
So your trigger would look like this on the screen (I have all my infested buildings set to player 0)
The "Infestable Bio-Dome [131.50, 125.50]" can just be any of the infestable buildings since they all have the Colony Infestation behavior. Hope this helps.
Sweet man. I saw that behavior. Ill give it a try
A little update for anyone reading this:
you can also just modify the unit to have the behavior instead of triggering it.
You know how to make the building train infested units after?
because when its infested, you still can train marines and thats not how its suppose to be.
Kind of like disabling barracks - train, and adding infested - train
You can add requirements to a "train" ability. Requirements can include "Has buff" or not.
You must do a pair Things 1 go to the actor of a infested building (Actor Infested Armory)
2 go to events 3 search colony infesteasion
4 than you see an event ''behavior colony infestasion on what you must do is changes behavior in unit birth
5 than you have unit birth than you select infetabel infested ''unit'' (armory
6 than you must select suppressed
7 you have now unit birth-infestabel infested ''unit'' suppressed
now you can plache infested building you see now alone in game (not in editor) if you want to see it in editor
you must 8 copy unit brith infesteble infested ''unit'' suppressed
9 paste
10 changes supressed in editor placement now you see youre building in the editor hope its help
I'm going to test trigger that Shawn91210 posted.
Works fine. Example trigger:
Trigger name is "Add behavior".
Each infected structure can infect self.
After that infestation trigger happens you can train 3 types of units. (Even from Infected Supply Depot)
For dependencies I used:
The add beavior is defficult (or you need the infestasion abbility) you could better changes the trigers from colonyinfestasion (armory) to unit brith-armory-supressed that copy the actor and make 2 copys and changes supressed to edetor placement and editor placement cursor
I'll explain it the easy way. You can do this via triggers or making an ability+behaviours+effects+etc.. but it's too complicated.
If you simply what the infested visuals when you spawn/create the barracks, then this is the easiest way.
2 options, duplicate default barracks or the infestable infested barracks. Seems logical to choose the later but we will dupe the first because it has more features such as construction animations, lift-off capability and creep encroachment.
1. Make a new map with Swarm or Liberty Campaign as the dependency
2. Duplicate the normal barracks and its actor (should also be barracks icon).
3. Go into the duplicated actor's events tab/array and on the bottom you'll see something like:
Behaviour.colony infestation.on
Create infestation barracks
..which basically means when the behaviour (debuff/buff) called "colony infestation" is placed on this actor, it'll call another actor called "infestation barracks"
4. Make a new event in that array/tab with UnitBirth.YourNewBarracksActor Create infestationBarracks
Don't confuse the actors InfestedBarracks and InfeststionBarracks; two completely different things. Anyway this will basically spawn the infestation visuals when the unit is created. You will be able to see the effect in the editor as well.
4. (optional) now lets do the bunker. Similar reasons to barracks, duplicate the regular bunker (and its actor) instead of the infested bunker so you have access to things like the shrike turret and bunker plating from the campaign. Go into its new actor and add another Event like:
UnitBirth.Bunker2
Create InfestationBunker
..And that's the bunker done now too. If you place one in the editor, it'll automagically create the infestation model inside of it.
One caveat is that when you liftoff a building, the infested visual still has the infested footprint under the structure but that's something for another tutorial...
@Ligh7bulb: Go
Well only took 3 years and 5 threads solving the problem already but there you have it.
You do know the infested bunker is a bonus unit from the HOTS expansion right?
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
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