This also mitigates a problem I've been having where units affected by the Wander behavior would ignore their leash range while moving and chase their target indefinitely. You can still make it happen, but really only if you try!
Currently trying to create units that don't attack unless attacked, and although I haven't quite gotten it to work yet.
All damage effects have the "Acquire" flag checked, so that doesn't seem to be the problem. Tried messing with the various filters on their weapons, but turning off all of the Scan Filters causes the unit to only Flee when attacked, and turning off the Acquire Scan Filters causes the unit to constantly try to return to its leash point in between attacks.
I've also tried messing with Minimum Scan Range, but that didn't seem to change anything either. Is there some way to have a unit only Acquire units that attack it?
Like this guy here, I'm having a bit of trouble with changing the alignment of the name over one of the status bar frames - in particular, LotV_UnitStatus/HeroUnitStatusFrameTemplate. As seen in the image below, by default, the unit's name is pushed waaaay off to the right (which doesn't look so great!), which is really the only thing I'm trying to change. It seems like things didn't work out too well for OP in that thread, but somebody else seemed to be able to figure it out and the thread itself was made 4 years ago, so hopefully things have changed!
I've seen people bring up the UI XML code, but even when viewing it in the UI editor, I have been unable to actually change it (in this case, it seems like I'd want to change the left anchor of the UnitNameLabel from 40 to something else, although I might be wrong).
I've really only been working in Data and a little bit of Triggers so far, so I'm a complete UI newb. Would anybody be able to tell me how to get the name centered over the status bar in layman's terms?
Upon loading new dependencies for my map (totaling to Mod, Campaign, and Story Campaign for Liberty, Swarm, and Void), I came up with a bunch of errors of the Too Many CAbilX type - I managed to remove all of them (by looking at the Units tab and removing the multiplied abilities)...all of them, but two...
The errors I'm receiving are:
USER: Too many CAbilAttack abilities for 'PylonOvercharged'.
USER: Too many CAbilStop abilities for 'PylonOvercharged'.
I've gone through all of the Pylon units and removed abilities, I've backtraced through the Abilities tab itself and tried to track them down through various Attack and Stop abilities, and still, nothing! Do you guys have any clue where this pesky ability might be?
As it turns out, the problem I was having with Morph abilities where an actor created during the Morph ability would change size (which is why I was looking for alternate solutions), was due to me having the actor inherit scale, which is set by default.
Thanks for the help, though - I'm sure this'll come in handy sometime down the line!
What I'd like to do is, similar to how some of the Zerg units turn into an egg unit while their Morph abilities are in progress, have a custom unit turn into an egg while their Morph ability is in progress. I first tried this through Actor events (having an egg model appear in the same location as the morphing unit while the ability was in progress), but that led to some visual mess, including units being visible through the egg unless it was massive, and the egg itself warping in size mid-morph.
Looking at what's already available to me via existing Morph abilities, it seems to be done by placing a unit before the final unit in the (Basic) Ability : Info field, although when I attempt to emulate this, it just results in an immediate morph into the placeholder unit, and it never progresses to the final unit. Does anyone know what I might be doing wrong here?
I could see it being possible with a weapon (having the "cooldown" be a Buff that disables the use of the ability through Unit Compare Behavior Count, and the actual targeting being limited similarly through Validators), although I think I'd keep that as a last resort because I might not be able to control it in the ways I want to.
As for autocast, I still haven't quite figure out what that's all about! I see people talking about scripts, but since I'm pretty much only semi-competent when it comes to meddling around with Data fields right now, it might not be the best course of action. Is there a simple way I'd be able to tell it to cast it whenever certain conditions are met through Validators (ex. only casting when the caster has a certain Behavior, or having it prioritize units with a certain Behavior or set amount of vitals etc.)?
Currently, I'm trying to have a unit controlled by an AI constantly search for enemy units with a specific Behavior on them, and cast a specific Ability on them once they've been spotted - I've managed similar effects where a unit will constantly search for a Validated unit to launch a projectile at or apply a Behavior to, but I'm stumped when it comes to doing the same thing but with Ability casts (complete with cost, cooldown, etc.).
My current attempt is to have the same setup I have with the projectile/behavior-driven versions (Behavior that constantly applies a Search that sets off the Launch/Apply that is gated by a Validator), with the Issue Order having the Effect:Ability = the desired Ability, Effect:Unit = Caster, Target:Target = Target Unit, and Validators = the desired Validator.
Is this just not how to do what I'm aiming for, or is there some specific Field arrangement I need to set up for it to work properly? (I've tried acting based off of the mouse-over help, but that has only gotten me this far)
What I'm doing right now is what I've done for any Actor I've used to denote a Behavior: I have the egg's Actor go through BSD when a unit is Morphing with that specific ability, so it's not a unit, but rather an Actor tied to an Ability being used.
If using a placeholder unit is a better way to do this, I'd like to definitely try that, although my main concern is whether that means the transitions will be choppy (for example, a unit suddenly disappearing and being replaced with the egg, which then goes through its death animation before suddenly disappearing and being replaced with the new unit; the units I'm using don't have any animations which would lend themselves to a smooth transition).
I'll try to decipher SC2's native Morph abilities in the meantime, but is there a way to use placeholder units to have an Actor spawn and die over another Actor instead of having one replace the other?
Sorry for bumping this, but I figured letting it sit on page 5 wasn't going to do much good (and I'll let it die if it falls off of page 1, and look for other ways to solve this issue).
I've also attached a map that illustrates the problem, which I forgot to do the first time! Hopefully that should help, since I haven't really been able to figure much out just by looking through the forums.
Ah, just realized the problem I'd run into this and uroboros's Trigger suggestions is, like with having the Clear Order as the final effect of the taunt Behavior, the unit would only return to the point at which it was taunted, rather than to some predetermined point.
I've been messing around with Triggers for the past while, and I think that, instead of having the unit return to a point that is created when it is taunted, I could just have a "return to point when not in combat" Trigger that returns it to a set point when it hasn't dealt or received damage within a set window of time. Through Data, I could give a Behavior to the unit that is disabled via Validators; a Location variable could be set as soon as the unit acquires this Behavior (ie. as soon as it is created), and it could be ordered to return to that point whenever it is enabled.
Problem with this might be that it would set a new location as soon as it leaves combat and just stay there (rather than returning to the location where the dummy Behavior was initially applied), so it might be possible to instead have an initial dummy Behavior that is always on, which runs a periodic Effect (which is enabled/disabled by the Validator) that applies a separate, temporary Behavior. When the initial Behavior is applied, the Location variable is set, and whenever the temporary Behavior is applied, the unit returns to the set Location.
I'm going to mess around in the Trigger editor to see if I can figure out how to get this to work, and I'll update the OP with the solution if I do - however, if any of you guys get there before me or know that this won't work, please let me know!
Ah, I'm probably getting a little confused here! I remember you mentioned "First when u use taunt ability u apply behavior and also create persistent point at location : caster and when taunt buff expires do not clear orders but issue order to move to persistent point." but so far I've been using the Trigger solution you showed me. I'm just a bit stumped because although our Trigger Events look identical, the taunted unit ends up following the taunt caster forever. I guess I'll outline what I've done so it's a bit more clear!
I have an Ability that applies a Behavior, with a set duration and and an Issue Order (Attack, with the caster as the target) that is rapidly fired off as a Periodic Effect. This Behavior is also tied to the Trigger Event you showed me (Unit - Any Unit has Taunt change Any), although unlike when I had the Behavior's Final Effect as Cancel Order (Attack), the taunted unit will continue following the taunt caster forever, regardless of its Leash Radius.
I think I'll attach the map this is being applied to, since I might not be explaining everything well! I might also be mixing up your Data-related advice and your Trigger-related advice, so that may be messing things up. Thanks for the patience so far!
EDIT: Oh, the ability in question is being tested to the right of where the camera starts off when the map is opened, if that helps.
Hmm, managed to figure most of it out! The Trigger is up and running, however I think the missing piece might be the "create persistent point at location" you mentioned a few posts ago. I'm guessing this point would be referenced in place of "No Point" for the Location variable, although, I'm not exactly sure how to create a "point" using a Create Persistent effect. Would this be done through the Target: Location field (maybe Target Point or something like that?), or maybe through a Periodic Offset of 0,0,0? I'm also guessing this is a persistent effect that is created at the location of the taunted unit upon applying the taunt, so it should be bundled up with the Apply Behavior effect itself via a Set, if I'm not mistaken.
I've never done anything like this with Triggers or Data, and nothing useful is showing up via forum search, so I'll just trial and error in the meantime. Seems like we're almost there, though!
Ah, I think I see what this is meant to do, but unfortunately, I'm having a bit of trouble figuring out how to do this in the Trigger Editor (for example, for the first Event, searching "Behavior" in the find bar doesn't bring up any prompt that matches what you have). I'm getting to this by creating a new Element and working from there, but I'm not sure if there are any other ways to create Triggers.
Unless that isn't a Trigger, of course, and just a Data section I'm not familiar with (it looks like the kind of language the Trigger editor uses, though) - if so, what Data tab do you open to access this?
0
@ArcaneDurandel: Go
Ah, what a simple solution!
This also mitigates a problem I've been having where units affected by the Wander behavior would ignore their leash range while moving and chase their target indefinitely. You can still make it happen, but really only if you try!
0
Currently trying to create units that don't attack unless attacked, and although I haven't quite gotten it to work yet.
All damage effects have the "Acquire" flag checked, so that doesn't seem to be the problem. Tried messing with the various filters on their weapons, but turning off all of the Scan Filters causes the unit to only Flee when attacked, and turning off the Acquire Scan Filters causes the unit to constantly try to return to its leash point in between attacks.
I've also tried messing with Minimum Scan Range, but that didn't seem to change anything either. Is there some way to have a unit only Acquire units that attack it?
0
Like this guy here, I'm having a bit of trouble with changing the alignment of the name over one of the status bar frames - in particular, LotV_UnitStatus/HeroUnitStatusFrameTemplate. As seen in the image below, by default, the unit's name is pushed waaaay off to the right (which doesn't look so great!), which is really the only thing I'm trying to change. It seems like things didn't work out too well for OP in that thread, but somebody else seemed to be able to figure it out and the thread itself was made 4 years ago, so hopefully things have changed!
I've seen people bring up the UI XML code, but even when viewing it in the UI editor, I have been unable to actually change it (in this case, it seems like I'd want to change the left anchor of the UnitNameLabel from 40 to something else, although I might be wrong).
I've really only been working in Data and a little bit of Triggers so far, so I'm a complete UI newb. Would anybody be able to tell me how to get the name centered over the status bar in layman's terms?
0
Upon loading new dependencies for my map (totaling to Mod, Campaign, and Story Campaign for Liberty, Swarm, and Void), I came up with a bunch of errors of the Too Many CAbilX type - I managed to remove all of them (by looking at the Units tab and removing the multiplied abilities)...all of them, but two...
The errors I'm receiving are: USER: Too many CAbilAttack abilities for 'PylonOvercharged'. USER: Too many CAbilStop abilities for 'PylonOvercharged'.
I've gone through all of the Pylon units and removed abilities, I've backtraced through the Abilities tab itself and tried to track them down through various Attack and Stop abilities, and still, nothing! Do you guys have any clue where this pesky ability might be?
0
@ZMilla93: Go
As it turns out, the problem I was having with Morph abilities where an actor created during the Morph ability would change size (which is why I was looking for alternate solutions), was due to me having the actor inherit scale, which is set by default.
Thanks for the help, though - I'm sure this'll come in handy sometime down the line!
0
What I'd like to do is, similar to how some of the Zerg units turn into an egg unit while their Morph abilities are in progress, have a custom unit turn into an egg while their Morph ability is in progress. I first tried this through Actor events (having an egg model appear in the same location as the morphing unit while the ability was in progress), but that led to some visual mess, including units being visible through the egg unless it was massive, and the egg itself warping in size mid-morph.
Looking at what's already available to me via existing Morph abilities, it seems to be done by placing a unit before the final unit in the (Basic) Ability : Info field, although when I attempt to emulate this, it just results in an immediate morph into the placeholder unit, and it never progresses to the final unit. Does anyone know what I might be doing wrong here?
0
@FunkyUserName: Go
Looks like this works like a charm - thanks for the help!
0
@FunkyUserName: Go
I could see it being possible with a weapon (having the "cooldown" be a Buff that disables the use of the ability through Unit Compare Behavior Count, and the actual targeting being limited similarly through Validators), although I think I'd keep that as a last resort because I might not be able to control it in the ways I want to.
As for autocast, I still haven't quite figure out what that's all about! I see people talking about scripts, but since I'm pretty much only semi-competent when it comes to meddling around with Data fields right now, it might not be the best course of action. Is there a simple way I'd be able to tell it to cast it whenever certain conditions are met through Validators (ex. only casting when the caster has a certain Behavior, or having it prioritize units with a certain Behavior or set amount of vitals etc.)?
0
Currently, I'm trying to have a unit controlled by an AI constantly search for enemy units with a specific Behavior on them, and cast a specific Ability on them once they've been spotted - I've managed similar effects where a unit will constantly search for a Validated unit to launch a projectile at or apply a Behavior to, but I'm stumped when it comes to doing the same thing but with Ability casts (complete with cost, cooldown, etc.).
My current attempt is to have the same setup I have with the projectile/behavior-driven versions (Behavior that constantly applies a Search that sets off the Launch/Apply that is gated by a Validator), with the Issue Order having the Effect:Ability = the desired Ability, Effect:Unit = Caster, Target:Target = Target Unit, and Validators = the desired Validator.
Is this just not how to do what I'm aiming for, or is there some specific Field arrangement I need to set up for it to work properly? (I've tried acting based off of the mouse-over help, but that has only gotten me this far)
0
@DrSuperEvil: Go
What I'm doing right now is what I've done for any Actor I've used to denote a Behavior: I have the egg's Actor go through BSD when a unit is Morphing with that specific ability, so it's not a unit, but rather an Actor tied to an Ability being used.
Abil.[Morph Ability].Start ->Create Abil.[Morph Ability].Stop ->AnimBracketStop BSD
If using a placeholder unit is a better way to do this, I'd like to definitely try that, although my main concern is whether that means the transitions will be choppy (for example, a unit suddenly disappearing and being replaced with the egg, which then goes through its death animation before suddenly disappearing and being replaced with the new unit; the units I'm using don't have any animations which would lend themselves to a smooth transition).
I'll try to decipher SC2's native Morph abilities in the meantime, but is there a way to use placeholder units to have an Actor spawn and die over another Actor instead of having one replace the other?
0
Sorry for bumping this, but I figured letting it sit on page 5 wasn't going to do much good (and I'll let it die if it falls off of page 1, and look for other ways to solve this issue).
I've also attached a map that illustrates the problem, which I forgot to do the first time! Hopefully that should help, since I haven't really been able to figure much out just by looking through the forums.
0
@Kloupz: Go
Ah, just realized the problem I'd run into this and uroboros's Trigger suggestions is, like with having the Clear Order as the final effect of the taunt Behavior, the unit would only return to the point at which it was taunted, rather than to some predetermined point.
I've been messing around with Triggers for the past while, and I think that, instead of having the unit return to a point that is created when it is taunted, I could just have a "return to point when not in combat" Trigger that returns it to a set point when it hasn't dealt or received damage within a set window of time. Through Data, I could give a Behavior to the unit that is disabled via Validators; a Location variable could be set as soon as the unit acquires this Behavior (ie. as soon as it is created), and it could be ordered to return to that point whenever it is enabled.
Problem with this might be that it would set a new location as soon as it leaves combat and just stay there (rather than returning to the location where the dummy Behavior was initially applied), so it might be possible to instead have an initial dummy Behavior that is always on, which runs a periodic Effect (which is enabled/disabled by the Validator) that applies a separate, temporary Behavior. When the initial Behavior is applied, the Location variable is set, and whenever the temporary Behavior is applied, the unit returns to the set Location.
I'm going to mess around in the Trigger editor to see if I can figure out how to get this to work, and I'll update the OP with the solution if I do - however, if any of you guys get there before me or know that this won't work, please let me know!
0
@uroboros1987: Go
Ah, I'm probably getting a little confused here! I remember you mentioned "First when u use taunt ability u apply behavior and also create persistent point at location : caster and when taunt buff expires do not clear orders but issue order to move to persistent point." but so far I've been using the Trigger solution you showed me. I'm just a bit stumped because although our Trigger Events look identical, the taunted unit ends up following the taunt caster forever. I guess I'll outline what I've done so it's a bit more clear!
I have an Ability that applies a Behavior, with a set duration and and an Issue Order (Attack, with the caster as the target) that is rapidly fired off as a Periodic Effect. This Behavior is also tied to the Trigger Event you showed me (Unit - Any Unit has Taunt change Any), although unlike when I had the Behavior's Final Effect as Cancel Order (Attack), the taunted unit will continue following the taunt caster forever, regardless of its Leash Radius.
I think I'll attach the map this is being applied to, since I might not be explaining everything well! I might also be mixing up your Data-related advice and your Trigger-related advice, so that may be messing things up. Thanks for the patience so far!
EDIT: Oh, the ability in question is being tested to the right of where the camera starts off when the map is opened, if that helps.
0
@uroboros1987: Go
Hmm, managed to figure most of it out! The Trigger is up and running, however I think the missing piece might be the "create persistent point at location" you mentioned a few posts ago. I'm guessing this point would be referenced in place of "No Point" for the Location variable, although, I'm not exactly sure how to create a "point" using a Create Persistent effect. Would this be done through the Target: Location field (maybe Target Point or something like that?), or maybe through a Periodic Offset of 0,0,0? I'm also guessing this is a persistent effect that is created at the location of the taunted unit upon applying the taunt, so it should be bundled up with the Apply Behavior effect itself via a Set, if I'm not mistaken.
I've never done anything like this with Triggers or Data, and nothing useful is showing up via forum search, so I'll just trial and error in the meantime. Seems like we're almost there, though!
0
@uroboros1987: Go
Ah, I think I see what this is meant to do, but unfortunately, I'm having a bit of trouble figuring out how to do this in the Trigger Editor (for example, for the first Event, searching "Behavior" in the find bar doesn't bring up any prompt that matches what you have). I'm getting to this by creating a new Element and working from there, but I'm not sure if there are any other ways to create Triggers.
Unless that isn't a Trigger, of course, and just a Data section I'm not familiar with (it looks like the kind of language the Trigger editor uses, though) - if so, what Data tab do you open to access this?