Hello everybody, I'm having a little trouble figuring out what to do. This is what I'm trying to do:
I want have it so when I move a Colonist (Male) next to any neutral hellion, that colonist will load into the hellion, and the hellion will thus become under my control.
you want an actual load where the colonist is loaded and saved in the hellion so that when the hellion dies the colonist unloads? or do you want a pseudo-load where the colonist is simply removed from the game and the hellion changes owner?
the pseudo-load is easier to do. you could place a buff on the hellion that periodically searches an area and applies a buff onto a unit. place a unit type validator in the apply behavior effect that will only return true if the targeted unit is a colonist. the buff applied to the colonist would have a very small duration and in the effect: effect - final you would place a set effect that contained a damage effect with the effect: death set to "remove", the "kill" box checked in the effect: flags+, and the target: impact location set to source unit. the second effect in the set would be another search that applied a control buff (using a unit type validator in the apply behavior) to the hellion. for this buff, in the behavior: player section, set the effect to be the apply control behavior and the player to be "source".
this is one way to do the pseudo-load way. hope this is what you want :)
I used a marine and medvac, but the basic principle remains the same.
EDIT: something important to note:
the unit must change owner before loading. It will not load if you try to load your unit while the loading unit is still in the control of a separate player.
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
you can still do the normal loading through the data editor to reduce trigger lag if you want.
from looking at your youtube video... just give the colonists a buff that periodically searches for a unit attribute on a neutral unit (i assume that all the mechs will share a similar unique attribute) and applies a control buff to the mech. that buff then changes the mechs owner to the source of the "apply behavior" effect (using the behavior: player section of the buff) and either using the initial effect or the periodic effect in the buff place an issue order effect that orders the now owned mech to use the load ability at the "load all" index (index 4 i think).
to make the now owned mech go back to being neutral when a player ejects you go into the mechs load ability and look for the ability: unload transport behavior section. there you put in a duration buff that uses a remove behavior effect in the effect: effect final to remove the control behavior that had changed the ownership of the neutral mech.
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
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Hello everybody, I'm having a little trouble figuring out what to do. This is what I'm trying to do:
I want have it so when I move a Colonist (Male) next to any neutral hellion, that colonist will load into the hellion, and the hellion will thus become under my control.
Anybody know how?
you want an actual load where the colonist is loaded and saved in the hellion so that when the hellion dies the colonist unloads? or do you want a pseudo-load where the colonist is simply removed from the game and the hellion changes owner?
the pseudo-load is easier to do. you could place a buff on the hellion that periodically searches an area and applies a buff onto a unit. place a unit type validator in the apply behavior effect that will only return true if the targeted unit is a colonist. the buff applied to the colonist would have a very small duration and in the effect: effect - final you would place a set effect that contained a damage effect with the effect: death set to "remove", the "kill" box checked in the effect: flags+, and the target: impact location set to source unit. the second effect in the set would be another search that applied a control buff (using a unit type validator in the apply behavior) to the hellion. for this buff, in the behavior: player section, set the effect to be the apply control behavior and the player to be "source".
this is one way to do the pseudo-load way. hope this is what you want :)
@BruMeister: Go
If you don't want a psuedo-load, you can load a colonist like so:
I used a marine and medvac, but the basic principle remains the same.
EDIT: something important to note: the unit must change owner before loading. It will not load if you try to load your unit while the loading unit is still in the control of a separate player.
@Yaksmanofage: Go
hmm that might work I'll give it a try. Basically, what I'm working on is this: http://www.sc2mapster.com/forums/general/team-recruitment/40441-lf-team-for-robot-mech-game/
(The video I posted might be more clear).
@BruMeister: Go
I'll check later tonight (I have a data-cap on my internet :[ ).
EDIT: messaged you on YouTube via my account CrazyJoe'sContraptions
Feel free to hit my back whenever.
you can still do the normal loading through the data editor to reduce trigger lag if you want.
from looking at your youtube video... just give the colonists a buff that periodically searches for a unit attribute on a neutral unit (i assume that all the mechs will share a similar unique attribute) and applies a control buff to the mech. that buff then changes the mechs owner to the source of the "apply behavior" effect (using the behavior: player section of the buff) and either using the initial effect or the periodic effect in the buff place an issue order effect that orders the now owned mech to use the load ability at the "load all" index (index 4 i think).
to make the now owned mech go back to being neutral when a player ejects you go into the mechs load ability and look for the ability: unload transport behavior section. there you put in a duration buff that uses a remove behavior effect in the effect: effect final to remove the control behavior that had changed the ownership of the neutral mech.
@KingRadical: Go
Which is why I'm all about the triggers. xP