Maybe I misunderstood the contest then because "You have to make a creature combining existing models. Do you remember the Uberlisk from Blizzard, well it's now your time to combine models together to make fun creatures" made it sound like the contest was "attach stuff together" to me.
Be warned that manually patching does not work for patch 13 for some reason which means you can only patch the game up to 12.1 until battle.net comes online. That's recent enough to run the editor at least, I'm not sure if it'll work with the various melee launchers out there.
I played around with one. I made an Infested Protoss which was a zealot with a bunch of zerg tumors growing all over and a tentacle attack. I just couldn't get it to look really good though because number of attachment points for the zealot model is extremely lacking - nothing on the torso that animates, for example.
I think the amount of customization possible with this subject is fairly limited, to be honest. If we were allowed to edit models (even just to add attachment points) and textures we might see some more interesting entries.
Yes, the Cost field under the Weapon will let you add charges. Set link to whatever you want ("Weap/YourWeaponIdentifier" for consistency), location to ability, Count (max) to the maximum amount of ammo it can hold, Count (start) to the starting amount of ammo, and Count (use) to how much ammo is consumed every time the weapon is fired.
You can then use a Modify Unit effect, or triggers, to restore charges via powerups or whatever.
If you just want the unit to NEVER auto-acquire targets (not counting attack-move) under the unit's Weapon uncheck Can Initiate Attack. I believe that should work, if not set Minimum Scan Distance to zero.
Next step is to make it a toggled ability :) Easy enough to do, just make a Behavior ability and set Toggled and Toggle On flags (so it's initially on.) That way you can disable the conversion when you're low on the first resource.
And then to edit the actor events so the building plays some sort of animation when the behaviors on and stops when its off!
Nothing is simple or straightforward in the data editor, it only seems that way before you start polishing :0
Make a behavior, set the Damage Response Chance to 1, Location to Attacker, and Handled to an effect. This effect can do either one of two things:
1. For toggled cloaking effects (like the ghost) it should be a Remove Behavior that removes the cloak behavior.
2. For permanent cloaking effects (like the DT) it should be an Apply Behavior effect that applies a new behavior with the Suppress Cloak flag set and a duration of however long you want the cloak effect to be disrupted.
Then any cloaked unit which you want to be revealed on attack should have this behavior. Also, if you want them to be revealed when they take damage, it's exactly the same except change Location to Defender.
The Color field for Models doesn't seem to do anything, use the Tint solution suggested above. Try removing the "Under Construction" behavior for the structure, I believe what that does is disable all abilities while it's being built (and then via validators is auto-removed when construction is finished.)
I see what you mean now. I am not sure it's possible without rebuilding the entire placement system - not something you'd really want to do - but maybe someone who knows more about triggers than I do has a solution. It seems like you would need a "Use Command Card Item" trigger action and I'm pretty sure that doesn't exist.
What's really needed right now is the ability to customize the base UI. It's nothing more than a bunch of XML files, but unfortunately the game won't load them from a map. Maybe a very clever person will figure out how to override this, or it might require a game patch.
Yes, and yes. Use a behavior that has a periodic Modify Player effect to grant the resource and take away the other (can do both with one effect.) And a Player Compare Resource validator.
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Maybe I misunderstood the contest then because "You have to make a creature combining existing models. Do you remember the Uberlisk from Blizzard, well it's now your time to combine models together to make fun creatures" made it sound like the contest was "attach stuff together" to me.
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Under the Unit try changing Default Acquire Level to Passive, or None.
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Take a look at this thread, near the end someone links to directions for manually patching.
http://forums.sc2mapster.com/general/general-chat/4054-reinstalled-sc2-no-editor/#p18
Be warned that manually patching does not work for patch 13 for some reason which means you can only patch the game up to 12.1 until battle.net comes online. That's recent enough to run the editor at least, I'm not sure if it'll work with the various melee launchers out there.
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Under Scan Filters try excluding Enemy.
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I played around with one. I made an Infested Protoss which was a zealot with a bunch of zerg tumors growing all over and a tentacle attack. I just couldn't get it to look really good though because number of attachment points for the zealot model is extremely lacking - nothing on the torso that animates, for example.
I think the amount of customization possible with this subject is fairly limited, to be honest. If we were allowed to edit models (even just to add attachment points) and textures we might see some more interesting entries.
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Yes, the Cost field under the Weapon will let you add charges. Set link to whatever you want ("Weap/YourWeaponIdentifier" for consistency), location to ability, Count (max) to the maximum amount of ammo it can hold, Count (start) to the starting amount of ammo, and Count (use) to how much ammo is consumed every time the weapon is fired.
You can then use a Modify Unit effect, or triggers, to restore charges via powerups or whatever.
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If you just want the unit to NEVER auto-acquire targets (not counting attack-move) under the unit's Weapon uncheck Can Initiate Attack. I believe that should work, if not set Minimum Scan Distance to zero.
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Simple answer is, you cannot.
Attributes cannot be modified by behaviors.
The workaround is to create another unit and use triggers or some fancy data editor work to swap units when the item is acquired.
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Next step is to make it a toggled ability :) Easy enough to do, just make a Behavior ability and set Toggled and Toggle On flags (so it's initially on.) That way you can disable the conversion when you're low on the first resource.
And then to edit the actor events so the building plays some sort of animation when the behaviors on and stops when its off!
Nothing is simple or straightforward in the data editor, it only seems that way before you start polishing :0
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Um, yes there is.
You can create a variable of type "Text Tag".
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Make a behavior, set the Damage Response Chance to 1, Location to Attacker, and Handled to an effect. This effect can do either one of two things:
1. For toggled cloaking effects (like the ghost) it should be a Remove Behavior that removes the cloak behavior.
2. For permanent cloaking effects (like the DT) it should be an Apply Behavior effect that applies a new behavior with the Suppress Cloak flag set and a duration of however long you want the cloak effect to be disrupted.
Then any cloaked unit which you want to be revealed on attack should have this behavior. Also, if you want them to be revealed when they take damage, it's exactly the same except change Location to Defender.
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By locations do you mean regions? AFAIK no shortcut to it, just detail work. Remember that a single region can have multiple shapes/
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The Color field for Models doesn't seem to do anything, use the Tint solution suggested above. Try removing the "Under Construction" behavior for the structure, I believe what that does is disable all abilities while it's being built (and then via validators is auto-removed when construction is finished.)
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I see what you mean now. I am not sure it's possible without rebuilding the entire placement system - not something you'd really want to do - but maybe someone who knows more about triggers than I do has a solution. It seems like you would need a "Use Command Card Item" trigger action and I'm pretty sure that doesn't exist.
What's really needed right now is the ability to customize the base UI. It's nothing more than a bunch of XML files, but unfortunately the game won't load them from a map. Maybe a very clever person will figure out how to override this, or it might require a game patch.
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@Eiviyn: Go
Yes, and yes. Use a behavior that has a periodic Modify Player effect to grant the resource and take away the other (can do both with one effect.) And a Player Compare Resource validator.