Hi everyone, that's my first post on SC2Mapster & it's a Tutorial. I'm glad to help the community, so I want to share my knowledge.
First of all, I have bad english. So if someone can correct my faults after that, thanks.
Let's get started.
Introduction
You remember the Merc Compound in the Campaign. Where you can choose War Pigs, Hammer Securities, Devil Dogs, when you hired them.
Those are strong units, very useful in Brutal Mode.
I tried to make some Merc Compound - Improved. It means that you have :
A maximum of Charges to summon them (for this example, 20 charges)
Charges are "regenerating" over time. Bad english I know. But you'll understand.
Ability Countdown (like 1 sec) to prevent players spam the button when they have 20 charges.
Now we go !
Ok, so open the Editor, and execute the Data Editor. We want to make a Super-SupplyDepot wich can provide us with some merc.
Find the Supply Depot, duplicate it, re-name it to "Improved Merc Compound".
Sorry for the pictures if it doesn't works. Will fix it.
So our Merc Compound is beautiful, but not ready to summon some powerful mercs. We need the train ability, have a maximum of charges, and a countdown of 1 sec because they do need 1 second to prepare themselves.
Click on "Abilities" in the Data Editor. Search for "Barracks - Train" and...duplicate it. Be careful ; only the ability, not the units, we don't care about that.
Rename that new ability in w/e you want. In the same, and double-click on Ability - Info - Unit on the right. Double-click on Train05 ! Choose a button, like, what, ok...looking for the first unit I remember. Should be okay for the Zealot. The button is called "Warp In Zealot", don't forget.
Scroll down, and here's the interesting part. Look at that :
Let me explain what we changed :
Info - Charge - Count (Max) = 20. That's the maximum of Charges. We don't want our player to summon more than 20 Mercs in the same time.
Info - Charge - Count (Start) = 1. When the unit is on the map, it starts with 1 charge.
Info - Charge - Count (Use) = 1. It cost 1 charge to summon our merc.
Info - Charge - Timer Start = 5. The countdown for every charge. Ok, so, example : You have one starting charge. If you wait 5 seconds, you'll have 2 charges and then can summon 2 mercs.
Info - Cooldown - Time Start = 5. Same as the one up. Don't know what it changes, but it works.
Info - Cooldown - Time Use = 1. The cooldown between each merc, because we don't want a spam.
Sounds good, eh ? Well. Don't forget to add the Zealot Unit in Unit - Info. Hit OK, OK, and get back to units, our Improved Merc Compound.
In abilities, you can delete the Supply Depot - Lower, and add our new ability, the Merc Compound Train. Now go in command card, add a new ability, with a Zealot button.
Command type, Ability Command, Ability : Compound Train, and, Warp In Zealot. Hit ok and add our powerful Merc Compound on the map !
Ah hell, the cost is too high. Go in Triggers -> Map Init -> Delete all this -> Modify Player Property -> Default Values Should be good.
And, DOCUMENT TEST !
I believe there already ARE charges in the campaign and you can only use them 3 times each. But they don't regenerate, nice job. And your English is fine, don't worry. =]
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
@David3012:
Nice tutorial, this will come in handy if someone want to make a melee-like multiplayer map with campaign features.
One question though, is there anyway to make all mercenaries share the same charges and cooldown ?
Hi everyone, that's my first post on SC2Mapster & it's a Tutorial. I'm glad to help the community, so I want to share my knowledge. First of all, I have bad english. So if someone can correct my faults after that, thanks. Let's get started.
Introduction
You remember the Merc Compound in the Campaign. Where you can choose War Pigs, Hammer Securities, Devil Dogs, when you hired them. Those are strong units, very useful in Brutal Mode.
I tried to make some Merc Compound - Improved. It means that you have :
Now we go !
Ok, so open the Editor, and execute the Data Editor. We want to make a Super-SupplyDepot wich can provide us with some merc. Find the Supply Depot, duplicate it, re-name it to "Improved Merc Compound".
Sorry for the pictures if it doesn't works. Will fix it.
So our Merc Compound is beautiful, but not ready to summon some powerful mercs. We need the train ability, have a maximum of charges, and a countdown of 1 sec because they do need 1 second to prepare themselves. Click on "Abilities" in the Data Editor. Search for "Barracks - Train" and...duplicate it. Be careful ; only the ability, not the units, we don't care about that.
Rename that new ability in w/e you want. In the same, and double-click on Ability - Info - Unit on the right. Double-click on Train05 ! Choose a button, like, what, ok...looking for the first unit I remember. Should be okay for the Zealot. The button is called "Warp In Zealot", don't forget.
Scroll down, and here's the interesting part. Look at that :
Let me explain what we changed :
Sounds good, eh ? Well. Don't forget to add the Zealot Unit in Unit - Info. Hit OK, OK, and get back to units, our Improved Merc Compound.
In abilities, you can delete the Supply Depot - Lower, and add our new ability, the Merc Compound Train. Now go in command card, add a new ability, with a Zealot button. Command type, Ability Command, Ability : Compound Train, and, Warp In Zealot. Hit ok and add our powerful Merc Compound on the map ! Ah hell, the cost is too high. Go in Triggers -> Map Init -> Delete all this -> Modify Player Property -> Default Values Should be good. And, DOCUMENT TEST !
It should works :).
I believe there already ARE charges in the campaign and you can only use them 3 times each. But they don't regenerate, nice job. And your English is fine, don't worry. =]
Cool. Thanks. This is exactly what I needed.
@Yaos01: Go
Wait... never mind, it worked for upgrades.