In DatEdit, under Tech, I have "Unknown Tech33" filled in as basically a copy of Lurker Aspect (right above it) with different resource costs.
In FireGraft, I have the tech dependencies required for the Hydralisk Den to research Unknown Tech33, as well as the dependencies for the Hydralisk to use Unknown Tech33.
Is there something special I have to do to make it function like a Lurker Aspect order, but creates a different unit?
Post has been edited 2 time(s), last time on Sep 23 2011, 9:43 pm by Pr0nogo.
Lurker Aspect is hardcoded. Short of some serious plugin work, you're out of luck. There are probably a few roundabout ways of getting your desired effect though, so could you state exactly what it is you're trying to do?
None.
I'm trying to make the Hydralisk able to morph into Fenix (Zealot) and trying to make Danimoth morph into the Defiler.
Mm, let's see...you could give the Mutalisk the unit settings of the Hydralisk, and use EXE edits to allow the Mutalisk to morph into both Fenix and another unit.
You can give Danimoth's unit settings to the Hydralisk, and the Defiler's unit settings to the Lurker.
That should do it. You'll need to play around with FireGraft's morph-related EXE edits in order to get this to work, but it should be fine. If this doesn't work for you, let me know.
None.
I don't want to replace existing units.
Mkay. I'll just make them morph directly from the Hatchery.

Responsible for my own happiness? I can't even be responsible for my own breakfast
It's easy to make units morph into other units. This aspect is not hard-coded.
The only thing that is hardcoded about Lurker Aspect is the fact that it uses the Lurker Egg instead of the Mutalisk Cocoon (even this can be reassigned using EXE edits). If you don't mind units using the Muta Cocoon to morph, then you don't need to restrict yourself to specific unit IDs.
It's easy to make units morph into other units. This aspect is not hard-coded.
The only thing that is hardcoded about Lurker Aspect is the fact that it uses the Lurker Egg instead of the Mutalisk Cocoon (even this can be reassigned using EXE edits). If you don't mind units using the Muta Cocoon to morph, then you don't need to restrict yourself to specific unit IDs.
IIRC the current 1.16.1 FireGraft doesn't have those EXE edits updated yet, since the last time I tried it caused crashes (I may have done something wrong though, I'll have to recheck). And since I'm assuming he's using 1.16.1, it won't work without the updated offsets.
None.