I'm sure either the structure or builder has placement radius that is too small. meaning that it can fit between small spaces. If you increase the units radius, it should not be able to get stuck.
I wound up using a generic salvage ability that did nothing but destroys the tower, afterwards a trigger would check what unit type was destroyed and gives the owning player of the casting ability a value of minerals back. (I did a value due to my towers having several upgrades). This way might be a bit long with triggers, but I think it works the best in terms of reliability.
A turret will not function without an actor being created for it. Create an actor and link it to your turret. The missile turret turret's actor is called something like 'mi too', compare it to that.
Ok to start, the unit is only the top if the tree of your are copying from the units tab, or pending on what you are looking at; in your case, the unit is on top. As for linking, most of this is automatic when you duplicate things, it's when you make thing from scratch or separate that you have to link them to make work properly, such as a weapon missile model.
As for as reusing, most things cannot be reused, movers are an exception because they are pretty generic, most others things such as actors are very unique and cannot be used in more than one instance.
You can generally reuse the following: Models, Movers, Abilities (if you plan on not altering them, such as move and attack), some behaviors, Sounds, Validators, and Upgrades (again, if you do not plan on changing them).
You 90% of the time do not want to reuse these: Actors, Effects (most of them), and Weapons (unless you are making a unit with the same EXACT weapon and damage as another unit).
Validators are a classification of sort, checking what a unit can do or what it is flagged as, for example, a carrier uses the validators "Is Flying" and "Is Not Flying" to check how it moves and how it is targeted and such. In short, it uses these validators to check specifics. Most of the time for regular units it's flying.
Turrets are as literal as they sound, they allow a unit to "rotate" it's weapon angle. Some examples of units with turrets would be the Immortal, Siege Tank, and Planetary Fortress. In most cases, if you are copying a unit that has a turret, and want the unit you are copying to attack in a similar manner, you should copy the turret.
Hope that cleared up some.
Note: Most of this took me weeks to understand when the editor first came out for Macs (We had to wait after all the PC people in the Beta!!) But in any case, keep at it, and with practice and time you'll master the editor one part at a time. I still highly suggest you create a unit from scratch when you have the time to understand all of the parts, and again in the future when you understand the editor further for more practice.
1. I want to change the color of a tile texture. E.g the Belshir Dirt Light, I want to make it another color, which value at the Data can change its color. The tile isnt like in war3 where you can just colorify a custom texture, they are transparent texture and smth tells me it's done frm the editor.
After searching the web endlessly, I found the answer to this recently. You can 'tint' a unit a different color through events.
I'm pretty sure you can merge two different units with the 'merge' ability, considering you can in a melee game ( high and dark templar). But if this is still not what you want, you can trigger the ability.
Most of your points are correct, but I think the way you present them are confusing, and will only distort what the OP is asking. But again, you are correct, zeldar wasn't on target. Yet your point about linking weapons are a bit more complicated and extensive for the purpose of what the OP is doing.
There might be a way, i'll have to take a look at some editor options when I have the time. Although it does seem feasible considering you can have marines use their stim from a bunker command.
In the meantime if anyone else knows the answer offhand, feel free to jump in.
Right, copying from a base unit or base ability is fine, otherwise you would have to fill in allot of data that is standard. In some cases you can copy from, but other times thats not always the case. I would suggest you try to avoid this as much as possible, unless you are making a similar ability or unit, such as copying a base weapon from a stalker simply to alter the damage. (you will also find in some cases that copying from a base unit is not necessary, such as for making weapon effects and buttons)
As for what you are trying to do, I would duplicate their weapons, actors and effects. After that rename the duplicated items appropriately, ie Marine Weapon Copy -> (My Unit Name) Weapon. If needed be just remove the attack functionality from the unit until you are ready to add your special weapons.
Just a quickie then, if I wanted to make a copy of a unit with no weapons, abilities, upgrades, etc. just a moving copy of the unit, would I just copy and paste the unit and then set some of the standard abilities like move, stop, queue, and give it an actor? or should even a stripped down copy be duplicated?
Maybe you can emphasize on exactly what you are trying to do.
Even if you give a unit the ability to move and such doesn't mean it can or will. There are other things that you need to verify pending on what unit you are trying to copy. If you are, for example, trying to make a structure move, there are movement flags, movement speed, and things as such that you need to alter / add; on the other hand if you want to take just a regular unit, just for the model, and make it move, then you are best duplicating the actor only and remove anything that is not needed.
Ideally when duplicating a unit you want to check off it's actor, effects, and weapons. Most of the time you will need to duplicate the rest, unless you are changing specifics. Most of the tutorials out there I find are the "lazy way" of showing people what exactly they need to understand and know to copy a unit. I suggest if you want to completely understand how and what are all of the parts of the basic data editor, you follow a tutorial to create a unit from scratch. It may be lengthily, but I found I learned the most about the data editor when I was first using the starcraft 2 editor.
I'll give you a link to some handy tutorials that I used to create a unit form scratch.
They can be re-skinned for sure, everything can. As for names, i'm sure there is some advanced map option that allows you to change the names as well, there was in the WCIII editor.
0
@TrenixPL: Go
I'm sure either the structure or builder has placement radius that is too small. meaning that it can fit between small spaces. If you increase the units radius, it should not be able to get stuck.
0
@Rulerian: Go
It might in your map imports.
0
@EightLeggedJ: Go
I wound up using a generic salvage ability that did nothing but destroys the tower, afterwards a trigger would check what unit type was destroyed and gives the owning player of the casting ability a value of minerals back. (I did a value due to my towers having several upgrades). This way might be a bit long with triggers, but I think it works the best in terms of reliability.
0
@Vexal: Go
A turret will not function without an actor being created for it. Create an actor and link it to your turret. The missile turret turret's actor is called something like 'mi too', compare it to that.
0
@AlphaShadows: Go
Ok to start, the unit is only the top if the tree of your are copying from the units tab, or pending on what you are looking at; in your case, the unit is on top. As for linking, most of this is automatic when you duplicate things, it's when you make thing from scratch or separate that you have to link them to make work properly, such as a weapon missile model.
As for as reusing, most things cannot be reused, movers are an exception because they are pretty generic, most others things such as actors are very unique and cannot be used in more than one instance. You can generally reuse the following: Models, Movers, Abilities (if you plan on not altering them, such as move and attack), some behaviors, Sounds, Validators, and Upgrades (again, if you do not plan on changing them). You 90% of the time do not want to reuse these: Actors, Effects (most of them), and Weapons (unless you are making a unit with the same EXACT weapon and damage as another unit).
Validators are a classification of sort, checking what a unit can do or what it is flagged as, for example, a carrier uses the validators "Is Flying" and "Is Not Flying" to check how it moves and how it is targeted and such. In short, it uses these validators to check specifics. Most of the time for regular units it's flying.
Turrets are as literal as they sound, they allow a unit to "rotate" it's weapon angle. Some examples of units with turrets would be the Immortal, Siege Tank, and Planetary Fortress. In most cases, if you are copying a unit that has a turret, and want the unit you are copying to attack in a similar manner, you should copy the turret.
Hope that cleared up some.
Note: Most of this took me weeks to understand when the editor first came out for Macs (We had to wait after all the PC people in the Beta!!) But in any case, keep at it, and with practice and time you'll master the editor one part at a time. I still highly suggest you create a unit from scratch when you have the time to understand all of the parts, and again in the future when you understand the editor further for more practice.
0
After searching the web endlessly, I found the answer to this recently. You can 'tint' a unit a different color through events.
UnitBirth.(your unit) - Set Tint Color
0
@jaxter184: Go
I'm pretty sure you can merge two different units with the 'merge' ability, considering you can in a melee game ( high and dark templar). But if this is still not what you want, you can trigger the ability.
0
@Fen1kz: Go
Most of your points are correct, but I think the way you present them are confusing, and will only distort what the OP is asking. But again, you are correct, zeldar wasn't on target. Yet your point about linking weapons are a bit more complicated and extensive for the purpose of what the OP is doing.
0
@JeffQ: Go
There might be a way, i'll have to take a look at some editor options when I have the time. Although it does seem feasible considering you can have marines use their stim from a bunker command.
In the meantime if anyone else knows the answer offhand, feel free to jump in.
0
@AlphaShadows: Go
Right, copying from a base unit or base ability is fine, otherwise you would have to fill in allot of data that is standard. In some cases you can copy from, but other times thats not always the case. I would suggest you try to avoid this as much as possible, unless you are making a similar ability or unit, such as copying a base weapon from a stalker simply to alter the damage. (you will also find in some cases that copying from a base unit is not necessary, such as for making weapon effects and buttons)
As for what you are trying to do, I would duplicate their weapons, actors and effects. After that rename the duplicated items appropriately, ie Marine Weapon Copy -> (My Unit Name) Weapon. If needed be just remove the attack functionality from the unit until you are ready to add your special weapons.
0
Maybe you can emphasize on exactly what you are trying to do.
Even if you give a unit the ability to move and such doesn't mean it can or will. There are other things that you need to verify pending on what unit you are trying to copy. If you are, for example, trying to make a structure move, there are movement flags, movement speed, and things as such that you need to alter / add; on the other hand if you want to take just a regular unit, just for the model, and make it move, then you are best duplicating the actor only and remove anything that is not needed.
0
@AlphaShadows: Go
Ideally when duplicating a unit you want to check off it's actor, effects, and weapons. Most of the time you will need to duplicate the rest, unless you are changing specifics. Most of the tutorials out there I find are the "lazy way" of showing people what exactly they need to understand and know to copy a unit. I suggest if you want to completely understand how and what are all of the parts of the basic data editor, you follow a tutorial to create a unit from scratch. It may be lengthily, but I found I learned the most about the data editor when I was first using the starcraft 2 editor.
I'll give you a link to some handy tutorials that I used to create a unit form scratch.
http://rpg-exploiters.com/guides-strategies/starcraft-2-galaxyedit-tutorial-creating-your-first-unit/ http://forums.sc2mapster.com/resources/tutorials/5096-data-creating-new-units-easy/#posts (not exactly from scratch)
0
@Azisien: Go
They can be re-skinned for sure, everything can. As for names, i'm sure there is some advanced map option that allows you to change the names as well, there was in the WCIII editor.
0
Are you referring to the energy of the bunkered units or the bunker itself?
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@JeffQ: Go
If you go to the unit itself, scroll down to movement and you'll see the push priority value that you can alter.