Staredit Network > Forums > SC2 Assistance > Topic: Giving upgrades as part of veterancy
Giving upgrades as part of veterancy
Dec 13 2010, 7:27 pm
By: LooKe  

Dec 13 2010, 7:27 pm LooKe Post #1



As the title says, I'm trying to give upgrades as part of veterancy.
The specific example I'm trying to do right now is give a marine his combat shield after 3 kills. I can get it to add weapons and all that other jazz but I can't figure out how to change the actor.

Thanks in advance!



None.

Dec 13 2010, 9:10 pm Temp Post #2



Should be fairly easy. You can enable/disable behaviours through veterancy levels, so have a behaviour that turns the shield on and then have it be disabled at all levels below whatever and then enable it at the level they should have it.

If you want to know how to enable/disable the shield it is simply a cover animation on the unit. When the animation is playing (by default on the marine this is if they do not have the upgrade it plays the animation forever) then the shield is hidden. So you could remove the Upgrade events on the marine unit (if you are using the default marine actor) and add Behaviour events



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Dec 14 2010, 6:46 am LooKe Post #3



Uhh...you lost me.



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Dec 14 2010, 7:26 pm DevliN Post #4

OVERWATCH STATUS GO

In the shield's Actor, you can set "Events" which let you control when it appears and where. What Temp is suggesting is that you make a Behavior (in this case called "Marine Shield") and apply that Behavior to the Marine when he gains a level after killing 3 units. All this Behavior is is a marker that lets the Actor know it is time to attach the shield. Under the shield's events, you would have it check to see if the Behavir is active, and if so the shield is created. If the behavior is inactive, then the shield is removed.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Dec 15 2010, 12:27 am FishFuzz99 Post #5



I created Behavior for the sheild, set marines to get that behavior when they reach level 2, and made a new actor event tying it (msg type = behavior, source name = the marine shield behavior, sub name to on (no idea if that's right) to the first shield behavior. And now I have no idea what to do.



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Dec 15 2010, 12:35 am DevliN Post #6

OVERWATCH STATUS GO

Theoretically if the Marine gets to level 2, the shield should appear. You will need to attach it using the Host Site Operations field (a handy wiki reference is found here) so that it appears at the proper location on the Marine as well.

Without the editor on in front of me, I don't remember specifics, but I do know that you may need the other default events if you made the Actor from scratch.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Dec 15 2010, 2:05 am Temp Post #7



You shouldn't need to use host site operations. The marine's shield is controlled with an animation. Your going to want to use an Animation stop message and stop the cover animation. I'll edit with some more details in a bit.



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Dec 18 2010, 5:39 am LooKe Post #8



I'm still completely lost, I thought I had it figured out but I was apparently wrong. :><:

I can't figure out how to create a behavior and have it set the shield to on. Is it going to be this hard to give for example a marine stim, a roach tunneling claws, etc based on veterancy?



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Dec 18 2010, 9:07 am DevliN Post #9

OVERWATCH STATUS GO

You don't have the behavior set anything. The behavior is just a marker. The shield is put on in the "Events" of the shield's Actor. I honestly can't explain it any clearer than that.

So, like I said earlier:
Quote
In the shield's Actor, you can set "Events" which let you control when it appears and where. What Temp is suggesting is that you make a Behavior (in this case called "Marine Shield") and apply that Behavior to the Marine when he gains a level after killing 3 units. All this Behavior is is a marker that lets the Actor know it is time to attach the shield. Under the shield's events, you would have it check to see if the Behavir is active, and if so the shield is created. If the behavior is inactive, then the shield is removed.

Literally here's what you do:
1. Create the Behavior. Don't have it modify anything.
2. In the Veterancy, have the above Behavior applied to the Marine when it hits the necessary level.
3. Find the shield's Actor.
4. Find the "Event - Events+" on the shield's Actor.
5. Under the list of "Actor Events," right click and "Add Event."
6. Change the "Msg Type:" of this new Event to "Behavior."
7. Set the "Source Name:" to the above Behavior (the one created in step 1).
8. Set the "Sub Name:" to "On."
9. Click the "ActionImpact" under your newly created event. Change the "Msg Type:" on this to "Create."
10. Right click and add another Event.
11. Change the "Msg Type:" of this new Event to "Behavior."
12. Set the "Source Name:" to the above Behavior (the one created in step 1).
13. Set the "Sub Name:" to "Off."
14. Click the "ActionImpact" under this newly created event. Change the "Msg Type:" on this to "Destory."
15. Click "Ok" and you're done.

Now when you unit hits the shield level, the Behavior will be applied to the unit. The Behavior being applied triggers the Event in the shield's Actor, and makes the shield appear.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Dec 18 2010, 11:18 am FishFuzz99 Post #10



Alright I followed the steps above, but it still isn't working. Did I change the right actor? (upgrades, find combat shield, bottom left select marine)
Other issues:
Although I'm sure its quite easy, I cannot figure out how to give the marine stim at the next level. I tried having a behavior enabled when the marine reaches level 3 (idk if that is needed), and in that behavior, the ability marine - stimpack is enabled.
I also cannot figure out how to give the 10hp buff to the rine when he should get the combat shield. I tried going changing the max vital bonus to 10, and the maximum fraction bonus to ~18 or w/e the correct percentage is to heal the marine 10 hit points.

Thanks in advance,

Andrew

Attachments:
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Dec 18 2010, 11:35 am DevliN Post #11

OVERWATCH STATUS GO

To add an ability to a unit, you can just use the "Abilities Enabled" section of the Veterancy Behavior, you don't need to create a separate Behavior that applies the Ability.

First off, I believe you need the campaign dependencies to see the combat shield. To clarify since I may not have been clear in my list above, you need to change the Events of the Shield actor, not the Marine. For some reason I thought there was a shield actor built-in, but in looking at the Data Editor I can't find it other than the upgrade. So in that case, you would have to create a new Model and Actor to create the shield, then modify the Events to add it to the Marine.

Creating the Model
1. Go to the "Data Type: Models" Right click, and select "Add Object."
2. Name it "Marine Shield," click "Suggest," set it to "Generic," and click "Ok."
3. Double click the "Model" space and find the MarineShieldUpgrade.m3 model.

Creating the Actor
1. Go to the "Data Type: Actors" Right click, and select "Add Object."
2. Name it "Marine Shield," click "Suggest," set it to "Model," and click "Ok."
3. It should automatically link to the Model that was made, but if not then find "Art - Model" and change that to the "Marine Shield" Model.
4. Change the "Event - Events+" on this Actor to what was suggested in my prior post.

That should make it work. Its late and I'm tired so I may have missed something crucial, but that's the basic idea.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Dec 18 2010, 9:43 pm payne Post #12

:payne:

Quote from DevliN
You don't have the behavior set anything. The behavior is just a marker. The shield is put on in the "Events" of the shield's Actor. I honestly can't explain it any clearer than that.

So, like I said earlier:
Quote
In the shield's Actor, you can set "Events" which let you control when it appears and where. What Temp is suggesting is that you make a Behavior (in this case called "Marine Shield") and apply that Behavior to the Marine when he gains a level after killing 3 units. All this Behavior is is a marker that lets the Actor know it is time to attach the shield. Under the shield's events, you would have it check to see if the Behavir is active, and if so the shield is created. If the behavior is inactive, then the shield is removed.

Literally here's what you do:
1. Create the Behavior. Don't have it modify anything.
2. In the Veterancy, have the above Behavior applied to the Marine when it hits the necessary level.
3. Find the shield's Actor.
4. Find the "Event - Events+" on the shield's Actor.
5. Under the list of "Actor Events," right click and "Add Event."
6. Change the "Msg Type:" of this new Event to "Behavior."
7. Set the "Source Name:" to the above Behavior (the one created in step 1).
8. Set the "Sub Name:" to "On."
9. Click the "ActionImpact" under your newly created event. Change the "Msg Type:" on this to "Create."
10. Right click and add another Event.
11. Change the "Msg Type:" of this new Event to "Behavior."
12. Set the "Source Name:" to the above Behavior (the one created in step 1).
13. Set the "Sub Name:" to "Off."
14. Click the "ActionImpact" under this newly created event. Change the "Msg Type:" on this to "Destory."
15. Click "Ok" and you're done.

Now when you unit hits the shield level, the Behavior will be applied to the unit. The Behavior being applied triggers the Event in the shield's Actor, and makes the shield appear.
"Tutorials" wiki? :awesome:



None.

Dec 19 2010, 12:00 pm FishFuzz99 Post #13



I'm having trouble giving concussive shells to marauders at a given level. I went in the data editor/requirements/concussive shells and got rid of the requirements, and added the ability at the corresponding level, but it still lists the "Research at tech lab" thing. What am I doing wrong?

Also, how do I get the marauder damage to go up +1 to normal, +2 to armored, rather than +1 to each.

Can I access the upgrades available in the campaign, such as the G-4 Cluster bomb, or the 330mm cannons?

Post has been edited 5 time(s), last time on Dec 20 2010, 6:50 am by FishFuzz99.



None.

Dec 20 2010, 6:00 pm ImagoDeo Post #14



Quote from FishFuzz99
I'm having trouble giving concussive shells to marauders at a given level. I went in the data editor/requirements/concussive shells and got rid of the requirements, and added the ability at the corresponding level, but it still lists the "Research at tech lab" thing. What am I doing wrong?

Also, how do I get the marauder damage to go up +1 to normal, +2 to armored, rather than +1 to each.

Can I access the upgrades available in the campaign, such as the G-4 Cluster bomb, or the 330mm cannons?

Requirements have given me problems in the past. If you modified/deleted the stuff in the requirements tab, you'll still need to go to the ability itself and remove the requirement. It's not difficult.



None.

Dec 21 2010, 12:18 am FishFuzz99 Post #15



How would I go about making ghost's personal cloaking cost 0 energy, as in the campaign?

EDIT:
I got concussive shells and personal cloaking working, and a temporary fix for the perm cloak (just set a bonus energy regen to ~1.85)

Still can't figure out how to increase specialty damage (ie: reapers vs light) separate from the normal damage.
How would I give a hellion the infernal pre-igniter?
Does anyone know if you can get the upgrades from the campaign? (330mm cannons, double wide hellion shots, shaped shells for seige tanks etc)

How can I prevent/keep the level of vetrancy of a siege tank when it switches to and from siege mode?

Post has been edited 1 time(s), last time on Dec 21 2010, 11:02 pm by DevliN. Reason: Deleted double-post.



None.

Jan 2 2011, 2:44 am LooKe Post #16



Quote from FishFuzz99
How would I go about making ghost's personal cloaking cost 0 energy, as in the campaign?
To do this, when you are adding the level to the heroes veterancy just enable cloaking under behavior all the way at the bottom. You will then want to disable the cloaking ability as well under ability abilities disabled (as you would still be able to use it and it will drain energy but not actually do anything) Not sure if you can remove it from the command card though, I would assume you could.

Quote from FishFuzz99
Still can't figure out how to increase specialty damage (ie: reapers vs light) separate from the normal damage.
How would I give a hellion the infernal pre-igniter?
Not sure how to do this one as part of a veterancy level.

Quote from FishFuzz99
Does anyone know if you can get the upgrades from the campaign? (330mm cannons, double wide hellion shots, shaped shells for seige tanks etc)
You need to add the campaign dependencies to your list, go to File > dependencies > Add Standard

Quote from FishFuzz99
How can I prevent/keep the level of vetrancy of a siege tank when it switches to and from siege mode?
For this, you will need to set the siege tank (siege mode) to a hero as well, and give it the same veterancy behavior. If you want to do different damage you will have to duplicate the veterancy behavior and adjust it accordingly.



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