ive asked this question b4 but have yet to be able to do it.
How can i take the fortified bunker and give it the turret on top?
in short i want to be able to in a custom game, make a FULLY upgradable bunker witht eh 6 slots, reinforced and a turret etc.
i would also like to know if the Auto turrets have a build animatin in them or would i have to make an edited version of the missile turret or some thing so that they can be built?
my plan is to make a defence game simular to the 2 story mode missions of Havens fall or what ever the other one was that you first fight infested civilians/meriens etc.
i would probably use a map like "The Mobius Factor" or some thing.
if its possible to make the fully upgraded bunker, could some one give me a step by step to do it?
Make the bunker unit actor and the turret a model actor. Set the turret that the Hosting - Host - Subject is set to the bunker actor and apply a SOp (Attachment) to specify which attachment point on the bunker to create it on and a SOp (Offset) to adjust the position in the Hosting - Host Site Operations - Operations field. You will also need to create a Site actor which has the Hosting - Host - Subject set to the turret and a SOp (Attachment) set to the turret weapon. This site actor will be used as the launch site for any action actors you make for the attacks/abilities of the bunker turret.
The rest is just actor events to get the stuff to be created when the right conditions are met.
with the auto turrets, i mean if i have an SCV to build one, will it just appear like when Swan or the Ravens deploy them
(throwing a little ball and it turns into said turret)
or would it show them actually BUILDING the turets?
no no, what i mean is, the auto turrets when deployed from a raven or from Swan are thrown, what i want to know is do the auto turrets have a build animation, bit by bit like every other building, or do would i have to give it one some how?
like by using the missile turret as a base only changing its final models into what ever turret.
Then use the model previewer and look at what animations the autoturret has. It has a birth animation which may or may not be what you want. You can play animations using the Animations Play actor event.
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now i have another question, well 2 but there kind of the same thing .... sort of.
i want to give the DT the Zelot prisoner model as a 3rd model they use.
they have the one guy wiht the blad and scyth as models that you can end up getting, how would i make it so that the zelot prisoner becomes the 3rd model as a chance that gets used.
and for an upgrade, is it possible to make an upgrade that turns all units of X into the merc versions, for example.
WarPig traning manual - Turns all Mariens into WarPigs
Dont know how to add additional model variences since the existing ones are all in the same folder which the model data type references (it references the whole folder).
Look at the campaign archons actor when they get the dark protoss upgrade using the model swap. There are two actor events one when the upgrade is researched and one when the unit is created after it is reseached.
Thought you only wanted a visual change? For a complete unit change you would need a Morph ability with the Automatic flag on and a requirement that your tech has been researched.
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that was just for the DT, but for units like the mariens, firebats, maraders etc that have a look alike unit thats a bit more powerful but stil the same.
thats what i mean in the last post, sorry for any missunderstanding.
so im re reading what you said about adding the turret to the bunker and just want some clarifacation.
this is to add the turret upgrade from the story mode to the fortified bunker right?
im asking because your commenting about attatchments, model actores etc, if this is how its done, is there a step by step tutorial on how to do this?
i need lots of clarifacation on things some times because i have a slight case of dsylexia and it can make things ...... interesting when trying to follow instructions some times.
so even if i have the reinforced bunker from the story mode researched, if i research the turret too, i will end up having the reinforced bunker with the turret?
i just want to make sure that were both understanding each other correctly
ok then, i will just have to test that out then, how aobut this one?
a building that provides an endless supply of a resorce, meaning it wont run out but you could only build one of them.
as an example, if i can spell it right, Jorium stockpile, if you play the mission "Ghost of a chance" its one of the buildings that you have to destroy, having it supply minerals at a rate of ..... 5 like the automated refinery.
There are several ways to generate resources. One method is like the bunker's Salvage - Bunker (Refund) ability where they use a negative cost value. Another alternative is to use a Modify Player effect like PickupGas100 (Unnamed) or use a Modify Unit effect similar to the automated refinery except without the validators to stop resource generation when the resource runs out.
Easiest way is just to give the unit a buff behaviour with a periodic modify player effect that just gives the resources.
As for the only able to construct one just look at the mothership requirements. Could even throw in if the number killed is greater than 0 then you cannot build another.
im not sure if im in the right place.
ive asked this question b4 but have yet to be able to do it.
How can i take the fortified bunker and give it the turret on top?
in short i want to be able to in a custom game, make a FULLY upgradable bunker witht eh 6 slots, reinforced and a turret etc.
i would also like to know if the Auto turrets have a build animatin in them or would i have to make an edited version of the missile turret or some thing so that they can be built?
my plan is to make a defence game simular to the 2 story mode missions of Havens fall or what ever the other one was that you first fight infested civilians/meriens etc.
i would probably use a map like "The Mobius Factor" or some thing.
if its possible to make the fully upgraded bunker, could some one give me a step by step to do it?
Make the bunker unit actor and the turret a model actor. Set the turret that the Hosting - Host - Subject is set to the bunker actor and apply a SOp (Attachment) to specify which attachment point on the bunker to create it on and a SOp (Offset) to adjust the position in the Hosting - Host Site Operations - Operations field. You will also need to create a Site actor which has the Hosting - Host - Subject set to the turret and a SOp (Attachment) set to the turret weapon. This site actor will be used as the launch site for any action actors you make for the attacks/abilities of the bunker turret.
The rest is just actor events to get the stuff to be created when the right conditions are met.
Autoturrets do have a birth animation
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
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
with the auto turrets, i mean if i have an SCV to build one, will it just appear like when Swan or the Ravens deploy them (throwing a little ball and it turns into said turret)
or would it show them actually BUILDING the turets?
So you want to have a missile thrown which then forms the bunker with the turret?
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
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
no no, what i mean is, the auto turrets when deployed from a raven or from Swan are thrown, what i want to know is do the auto turrets have a build animation, bit by bit like every other building, or do would i have to give it one some how?
like by using the missile turret as a base only changing its final models into what ever turret.
Then use the model previewer and look at what animations the autoturret has. It has a birth animation which may or may not be what you want. You can play animations using the Animations Play actor event.
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
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
i did not know that i could do that
The marine model does it most of the time to hide the shield
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
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
i see .... or i will eventually at least.
now i have another question, well 2 but there kind of the same thing .... sort of.
i want to give the DT the Zelot prisoner model as a 3rd model they use.
they have the one guy wiht the blad and scyth as models that you can end up getting, how would i make it so that the zelot prisoner becomes the 3rd model as a chance that gets used.
and for an upgrade, is it possible to make an upgrade that turns all units of X into the merc versions, for example.
WarPig traning manual - Turns all Mariens into WarPigs
probably wouldnt turn the BC into the Merc BC.
but still, is there a way to do this as well?
Dont know how to add additional model variences since the existing ones are all in the same folder which the model data type references (it references the whole folder).
Look at the campaign archons actor when they get the dark protoss upgrade using the model swap. There are two actor events one when the upgrade is researched and one when the unit is created after it is reseached.
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
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
ok does that include an upgrade that turns unit into anoter unit?
like the marien upgraded into a warpig?
Thought you only wanted a visual change? For a complete unit change you would need a Morph ability with the Automatic flag on and a requirement that your tech has been researched.
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
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
that was just for the DT, but for units like the mariens, firebats, maraders etc that have a look alike unit thats a bit more powerful but stil the same.
thats what i mean in the last post, sorry for any missunderstanding.
Anyhow the Model Swap actor event is what you want and you can simulate variances using the PassChance term.
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
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
so im re reading what you said about adding the turret to the bunker and just want some clarifacation.
this is to add the turret upgrade from the story mode to the fortified bunker right?
im asking because your commenting about attatchments, model actores etc, if this is how its done, is there a step by step tutorial on how to do this?
i need lots of clarifacation on things some times because i have a slight case of dsylexia and it can make things ...... interesting when trying to follow instructions some times.
No that was to add a new turret of your choice to the bunker. A good tutorial I can think of is: http://forums.sc2mapster.com/resources/tutorials/8926-data-working-with-attachments-beginner-difficulty/#posts. The story mode turret is added when an upgrade is researched by enabling a behavior that the bunker recognizes and uses to send a signal to make the turret visible. There are easier ways.
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
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
so even if i have the reinforced bunker from the story mode researched, if i research the turret too, i will end up having the reinforced bunker with the turret?
i just want to make sure that were both understanding each other correctly
Never tried it myself but in theory yes
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
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
ok then, i will just have to test that out then, how aobut this one?
a building that provides an endless supply of a resorce, meaning it wont run out but you could only build one of them.
as an example, if i can spell it right, Jorium stockpile, if you play the mission "Ghost of a chance" its one of the buildings that you have to destroy, having it supply minerals at a rate of ..... 5 like the automated refinery.
There are several ways to generate resources. One method is like the bunker's Salvage - Bunker (Refund) ability where they use a negative cost value. Another alternative is to use a Modify Player effect like PickupGas100 (Unnamed) or use a Modify Unit effect similar to the automated refinery except without the validators to stop resource generation when the resource runs out.
Easiest way is just to give the unit a buff behaviour with a periodic modify player effect that just gives the resources.
As for the only able to construct one just look at the mothership requirements. Could even throw in if the number killed is greater than 0 then you cannot build another.
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
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg