Hello all, just creating my first map and its Tower Defense. I have gone through the Tower Defense Simple and Advanced tutorials on You Tube by OneTwoSC, but these videos were made with the beta editor and I have had to do things differently on a few occasions. I have most of the work done except for the actual towers. I have tried to approach the tower creation from several different directions always ending in a problem:
1) Modify existing game towers (IE Photon Cannon)
This is the only fully working method I have been able to find so far, the only problem is there are not very many towers built into SC to modify (6-7 that I have found)
2) Duplicate one of my modified towers to make new ones
This method makes working towers, but the towers do not animate. The turret rotation doesn't work and the weapon effects do not show (although the damage is done)
3) Add a weapon to previously existing (weaponless) structure
This just doesn't work. I added the attack command, the weapon effects and actors and nothing happens.
4) Duplicate a Unit and convert it to a structure
This method gets me working towers that will only shoot the direction they are facing. I also discovered I can only use terran units as zerg and protoss units need to be built on creep / powergrid and there is no way to de select power user etc in the behaviors.
So my questions are, which of these methods SHOULD I be using and how do I get past the problem that kept me from using that method.
if your tower is no longer turning to shoot, that means you copied the turret... you never want to copy the turret, thes one thing new people seem to like to do, duplicate "everything" which is a very bad habbit, simply duplicating one you have working, but only duplicating the things you need to change would seem to be the best method.
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So far I create a new ,unit, and actor, and base the new object off of the originals that im trying to make them look like
Then I go through the raw data and correct the links to all the components such as sounds.
I dont use the duplicate function because after I duplicate an object if I change the objects name it breaks all the links on it .
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1. Get creative, there are more towers than you might think. Protoss have the photon cannon, but other robotic units like the immortal would make a good tower. Zerg have sunken and spore cannons, but also some campaign units like the infectors on the New Haven mission. Terrans have a ton, other than the missile turrets, auto turrets, bunkers (with or without turret on top), and siege tanks, you also have hidden sentry guns (secret mission), the fire-based turret (hero mission), the perdition turret, both zerg-based towers at the top of the zerg tech tree, the planetary defense fortress, and even a grounded viking or goliath would make a good tower.
2. Duplicate the base unit you want, but you usually don't need to check anything for duplication other than the actor. If you check everything when duplicating you'll get " Copy" units all over your game file.
If damage is done but you don't see the weapon missile, the problem is in your actors. Among other things, make sure the specified missile for the actor matches the same missile unit specified for the weapon.
I got everything working thanks to Molsterr. Turrets and effects are working.
@SkrowFunk : I looked for some of the towers you mentioned and couldn't find the campaign stuff in there, for instance a search for perdition comes up with nothing. Yah, now that I'm only duplicating actors , it really simplifies things.
@SoulCarveRR: this is actually super simple if I just duplicate the actor.
oh no, your missing half the goodies then
do you have the campaign dependencies on? if not File>dependencies>add standard add them both! youll get loads of new goodies
Also make sure to take a look at the previewer CTRL+SHIFT+V theres even unused graphics (two of which are turrets) that you could use.
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You can get more creative than that. New Folsom Doodads, Xel'Naga Doodads, ect...
You could even make an actor of the arcade powerups over the turrets you have to make them the next level of that turret. There are a ton of models to play with.
I have only been able to get my custom towers to face their target using the free rotate turret with their default weapon and adding a trigger to manually force units to face the unit they are attacking. how can i make them turn on their own without triggers? As suggested in this thread, i only duplicate the unit and it's actor, and reuse what already exists.
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Hello all, just creating my first map and its Tower Defense. I have gone through the Tower Defense Simple and Advanced tutorials on You Tube by OneTwoSC, but these videos were made with the beta editor and I have had to do things differently on a few occasions. I have most of the work done except for the actual towers. I have tried to approach the tower creation from several different directions always ending in a problem:
1) Modify existing game towers (IE Photon Cannon) This is the only fully working method I have been able to find so far, the only problem is there are not very many towers built into SC to modify (6-7 that I have found)
2) Duplicate one of my modified towers to make new ones This method makes working towers, but the towers do not animate. The turret rotation doesn't work and the weapon effects do not show (although the damage is done)
3) Add a weapon to previously existing (weaponless) structure This just doesn't work. I added the attack command, the weapon effects and actors and nothing happens.
4) Duplicate a Unit and convert it to a structure This method gets me working towers that will only shoot the direction they are facing. I also discovered I can only use terran units as zerg and protoss units need to be built on creep / powergrid and there is no way to de select power user etc in the behaviors.
So my questions are, which of these methods SHOULD I be using and how do I get past the problem that kept me from using that method.
if your tower is no longer turning to shoot, that means you copied the turret... you never want to copy the turret, thes one thing new people seem to like to do, duplicate "everything" which is a very bad habbit, simply duplicating one you have working, but only duplicating the things you need to change would seem to be the best method.
You are right that I duplicated the turret. I'll try that and see if it works!
That was it! It looks like you only need to duplicate the main actor, splat actor and weapon. Is that correct?
Thanks so much for your help!!
This is all alot of work to make new units.
So far I create a new ,unit, and actor, and base the new object off of the originals that im trying to make them look like
Then I go through the raw data and correct the links to all the components such as sounds.
I dont use the duplicate function because after I duplicate an object if I change the objects name it breaks all the links on it .
@VeridianEntropy: Go
The only things you really need to duplicate is the
"Unit"
"actor for it"
everything else you can switch out..ect.
1. Get creative, there are more towers than you might think. Protoss have the photon cannon, but other robotic units like the immortal would make a good tower. Zerg have sunken and spore cannons, but also some campaign units like the infectors on the New Haven mission. Terrans have a ton, other than the missile turrets, auto turrets, bunkers (with or without turret on top), and siege tanks, you also have hidden sentry guns (secret mission), the fire-based turret (hero mission), the perdition turret, both zerg-based towers at the top of the zerg tech tree, the planetary defense fortress, and even a grounded viking or goliath would make a good tower.
2. Duplicate the base unit you want, but you usually don't need to check anything for duplication other than the actor. If you check everything when duplicating you'll get " Copy" units all over your game file.
If damage is done but you don't see the weapon missile, the problem is in your actors. Among other things, make sure the specified missile for the actor matches the same missile unit specified for the weapon.
I got everything working thanks to Molsterr. Turrets and effects are working.
@SkrowFunk : I looked for some of the towers you mentioned and couldn't find the campaign stuff in there, for instance a search for perdition comes up with nothing. Yah, now that I'm only duplicating actors , it really simplifies things.
@SoulCarveRR: this is actually super simple if I just duplicate the actor.
@VeridianEntropy: Go
oh no, your missing half the goodies then
do you have the campaign dependencies on? if not File>dependencies>add standard add them both! youll get loads of new goodies
Also make sure to take a look at the previewer CTRL+SHIFT+V theres even unused graphics (two of which are turrets) that you could use.
@SkrowFunk: Go
You can get more creative than that. New Folsom Doodads, Xel'Naga Doodads, ect...
You could even make an actor of the arcade powerups over the turrets you have to make them the next level of that turret. There are a ton of models to play with.
I have only been able to get my custom towers to face their target using the free rotate turret with their default weapon and adding a trigger to manually force units to face the unit they are attacking. how can i make them turn on their own without triggers? As suggested in this thread, i only duplicate the unit and it's actor, and reuse what already exists.