I use an Arm Magazine ability with an internal magazine with SCVs identical to Interceptors in Carrier. Then I created an ability (Effect-Target) that launches the SCVs at their target. What I want is, when I target a mineral patch the SCVs go and mine it. Now the SCVs only attack the target or return to the Battlecruiser if I target a mineral patch. I tried to use the Issue Order effect but it is being ignored (prolly wrong use or settings).
Issue 1: Ability is not turned off, only temporarily disabled.
Ability 1 only disables ability 2 for as long as ability 1 is active (like emp revealing a cloacked unit for a few seconds). I need ability 1 to turn off ability 2 not just disable for a limited time.
Issue 2: Does not affect command card Button layouts.
The button layout of the disabled ability "2" is not changed as it is only disabled. So I can not reactivate it as it is still active.
I have 3 abilities (type behaviour). When one is active and I activate one of the other abilities I want the first ability to deactivate first. How to do it?
I want to controll the battlecruiser model switching (Battlecruiser with yamato upgrade, battlecruiser without yamato upgrade). Can anyone give me a quick tutorial or show me the right direction how it works?
Main question is, What command to use to turn the Battlecruiser from the model with yamato upgrade to the model without yamato upgrade.
I discovered that it is being controlle by the batttlecruiser actor events.
set UI: Icon = Assets\Textures\btn-ability-terran-yamatogun-color.dds
set Target Filters to exclude [Dead/Hidden/Invulnerable/Missile/Stasis] and require [Ground/Visible]
Modify the cators:
Battlecruiser Yamato Attack Charge Model (ModelAddition Actor) and
Battlecruiser Yamato Attack Charge Sound (SoundContinous Actor)
open Events + then add the following events to both actors:
WeaponStart.YamatoGun.AttackStart
Create
WeaponStop.YamatoGun.AttackStop
Destroy
Using the same logic Blizzard uses with the original ability. Create the model adition and sound for the charging effect of the yamato gun. When the attack starts, then Destroy the actors after the attack is finished.
As the title sais, I want to make the yamato gun a weapon.
Yes it is very simple as only thing that is missing is the Weapon object where I just set the existing Effects and actors.
What I am strugling with is make the yamato gun charge up (with the model and sound) before firing just like the ability does.
In the ability this is done via Battlecruiser Yamato Attack Charge Model (ModelAddition Actor) and Battlecruiser Yamato Attack Charge Sound (SoundContinous Actor) and I can't find out how they are connected and if and how to use them.
First, Thank you for this tutorial and the Ueberlisk tutorial.
As soo many people I also have an issue that a missile type weapon does not want to fire from the Turret.
It is very easy for a beam type weapons. You just set the Launch Site for the weapon attack actor and then set the weapon with turrent for the unit.
example code:
Attack Actor ( in this tutorial named NE Beam Attack)
set Launch Site: NE Site (Actor)
Unit (in this tutorial named Turret Hub)
set Weapons + and add NE Turret (Weapon and Turret)
This does not work for a missile type weapon. I want to ask what is different and what needs to be set for it to work.
I posted a map where I show this issue I have and would like to ask for help. There is a Battlecruiser with 2 turret attachments 1 weapon is archon psy attack (beam) attack the building to see that it works fine. Second weapon is the missile type weapon (air only), attack the Banshee to see that it does not work :(.
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Thank you.
I will check out your suggestions.
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Hello.
I have a Battlecruiser with SCVs.
I use an Arm Magazine ability with an internal magazine with SCVs identical to Interceptors in Carrier. Then I created an ability (Effect-Target) that launches the SCVs at their target. What I want is, when I target a mineral patch the SCVs go and mine it. Now the SCVs only attack the target or return to the Battlecruiser if I target a mineral patch. I tried to use the Issue Order effect but it is being ignored (prolly wrong use or settings).
Pls help.
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I want to achieve the same.
It is simple to create the beam actor like medivac. Problem for me is how to define the launch and impact map if there is no effect only a behaviour.
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It Works!!
Thank you LaxSalmon and Kueken531 for your help. I did your sollution Kueken531.
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@LaxSalmon: Go Thank you!
Edited: Unfortunately is not what I want.
Ability 1 only disables ability 2 for as long as ability 1 is active (like emp revealing a cloacked unit for a few seconds). I need ability 1 to turn off ability 2 not just disable for a limited time.
The button layout of the disabled ability "2" is not changed as it is only disabled. So I can not reactivate it as it is still active.
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Hello everyone.
I have 3 abilities (type behaviour). When one is active and I activate one of the other abilities I want the first ability to deactivate first. How to do it?
Thanks.
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@Skoite: Go
Thank you.
In Events: It is the command : Animation Group Remove A. or Animation Group Remove All.
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Hello everyone.
I want to controll the battlecruiser model switching (Battlecruiser with yamato upgrade, battlecruiser without yamato upgrade). Can anyone give me a quick tutorial or show me the right direction how it works?
Main question is, What command to use to turn the Battlecruiser from the model with yamato upgrade to the model without yamato upgrade.
I discovered that it is being controlle by the batttlecruiser actor events.
ActorCreation
Thanks.
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This did it. Thank you alot.
For those who care, this is what needed to be done.
Create a new weapon named Yamato Gun
Modify the cators:
Battlecruiser Yamato Attack Charge Model (ModelAddition Actor) and Battlecruiser Yamato Attack Charge Sound (SoundContinous Actor)
open Events + then add the following events to both actors:
Using the same logic Blizzard uses with the original ability. Create the model adition and sound for the charging effect of the yamato gun. When the attack starts, then Destroy the actors after the attack is finished.
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Hi All.
As the title sais, I want to make the yamato gun a weapon.
Yes it is very simple as only thing that is missing is the Weapon object where I just set the existing Effects and actors.
What I am strugling with is make the yamato gun charge up (with the model and sound) before firing just like the ability does.
In the ability this is done via Battlecruiser Yamato Attack Charge Model (ModelAddition Actor) and Battlecruiser Yamato Attack Charge Sound (SoundContinous Actor) and I can't find out how they are connected and if and how to use them.
Can anyone help?
Thanks.
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@Kueken531: Go
Awesome. Thank you alot.
Weapon
Worked perfectly
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I would have another question.
In this case 4 weapons are displayed in the unit UI with the same stats that in the end 1 icon in the UI would be enough.
Is it possible to somehow hide 3 of the 4 weapon icons in the UI so only one icon is visible?
Thanks.
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@Bommes: Go
It Works!!!!! And it is soo simple.
Thank you soo much.
Bommes
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First, Thank you for this tutorial and the Ueberlisk tutorial.
As soo many people I also have an issue that a missile type weapon does not want to fire from the Turret.
It is very easy for a beam type weapons. You just set the Launch Site for the weapon attack actor and then set the weapon with turrent for the unit.
example code:
Attack Actor ( in this tutorial named NE Beam Attack)
Unit (in this tutorial named Turret Hub)
This does not work for a missile type weapon. I want to ask what is different and what needs to be set for it to work.
I posted a map where I show this issue I have and would like to ask for help. There is a Battlecruiser with 2 turret attachments 1 weapon is archon psy attack (beam) attack the building to see that it works fine. Second weapon is the missile type weapon (air only), attack the Banshee to see that it does not work :(.
Thx.
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The link is not working anymore :(. Any chance posting a working one?