Hey guys, I'm trying to allow units to be warped in using the warp gate ability without having to warp them into the power field of a pylon, but instead right into any current vision. Where do I disable this requirement? On the unit itself? On the actor, or "Warp gate - Warp in Ability"?
I'm sure its an easy fix, but im fairly new, still feeling my way around how the data is organized
Thanks
I figured out how to warp units outside the power field, but they just die instantly
Data editor > Behaviors > Protoss Warping In
Behavior - Power Stages+ : delete the entry there
Stats - Minimum Power Level : set to 9
This will remove the need to warp unit into power field but they die straight away as if the pylon had been destroyed as the unit was mid warp. Hope you can figure it out from here.
Or... you can cheat by going to Behaviors > Pylon power source and setting the radius to like 200, and make the pylon invulnerable and set its supply count to 200, that way it cant be killed, you only need 1 and you can warp in any where, thats if your making some sort of rpg map ofc.
Easiest way would be to replace some doodad or prop with a 'disguised' pylon (diff model), make in invunerable and set radius to 200. then, remove the behaviour - pylon power field - actor - power field radius model, so that u won't see it when placing a unit
I recently spent quite a bit of time troubleshooting this exact issue for a map/mod I'm working on. There are several fixes for this that are quite easy to accomplish.
First, I recommend a simpler, more specific method for removing the power field warp in requirement:
Behavior "Protoss - Warping In": set "Stats - Minimum Power Level" = 0
This brings us to the same situation mentioned above: a unit can be warped in anywhere, but they die immediately. From what I can tell, a unit will die when warped into a non-powered area if both of the following conditions are met:
The ability "Warpable" is enabled for the unit
The warp in time is > 0 for the unit.
The simplest solution is to remove the "Warpable" ability from the unit in question. In fact, doing this makes changing the "Minimum Power Level" unnecessary. Removing this ability does not prevent the unit from being created from a warp gate, it just defines some behavior for units that are warped in (like dying if they're not in a power field).
The warp in time is a much more tedious thing to change, as it requires you to edit settings for each unit defined in the "Warp Gate - Train" ability. To do this, go to Ability "Warp Gate - Train" > "Ability - Info +". Edit each unit and set "Info - Time" (near the bottom of the page) to "0".
One down side to either of these methods (or advantage, depending on your goal) is that units are warped in instantly, with no warp-in animation. Instant warp in could be a balance issue, depending on the type of map you are making. It would also be nice to find a way to keep the animations (by not changing the Warpable ability or the warp in time), but I've tried and just can't figure it out. That's not really a deal breaker for me though (although the warp in time is).
Hey guys, I'm trying to allow units to be warped in using the warp gate ability without having to warp them into the power field of a pylon, but instead right into any current vision. Where do I disable this requirement? On the unit itself? On the actor, or "Warp gate - Warp in Ability"?
I'm sure its an easy fix, but im fairly new, still feeling my way around how the data is organized Thanks
I figured out how to warp units outside the power field, but they just die instantly
Data editor > Behaviors > Protoss Warping In
Behavior - Power Stages+ : delete the entry there Stats - Minimum Power Level : set to 9
This will remove the need to warp unit into power field but they die straight away as if the pylon had been destroyed as the unit was mid warp. Hope you can figure it out from here.
Or... you can cheat by going to Behaviors > Pylon power source and setting the radius to like 200, and make the pylon invulnerable and set its supply count to 200, that way it cant be killed, you only need 1 and you can warp in any where, thats if your making some sort of rpg map ofc.
Easiest way would be to replace some doodad or prop with a 'disguised' pylon (diff model), make in invunerable and set radius to 200. then, remove the behaviour - pylon power field - actor - power field radius model, so that u won't see it when placing a unit
I recently spent quite a bit of time troubleshooting this exact issue for a map/mod I'm working on. There are several fixes for this that are quite easy to accomplish.
First, I recommend a simpler, more specific method for removing the power field warp in requirement: Behavior "Protoss - Warping In": set "Stats - Minimum Power Level" = 0
This brings us to the same situation mentioned above: a unit can be warped in anywhere, but they die immediately. From what I can tell, a unit will die when warped into a non-powered area if both of the following conditions are met:
The simplest solution is to remove the "Warpable" ability from the unit in question. In fact, doing this makes changing the "Minimum Power Level" unnecessary. Removing this ability does not prevent the unit from being created from a warp gate, it just defines some behavior for units that are warped in (like dying if they're not in a power field).
The warp in time is a much more tedious thing to change, as it requires you to edit settings for each unit defined in the "Warp Gate - Train" ability. To do this, go to Ability "Warp Gate - Train" > "Ability - Info +". Edit each unit and set "Info - Time" (near the bottom of the page) to "0".
One down side to either of these methods (or advantage, depending on your goal) is that units are warped in instantly, with no warp-in animation. Instant warp in could be a balance issue, depending on the type of map you are making. It would also be nice to find a way to keep the animations (by not changing the Warpable ability or the warp in time), but I've tried and just can't figure it out. That's not really a deal breaker for me though (although the warp in time is).