1. In the Units tab of the Data Editor, right-click and choose add object
2. Enter a name and ID and make sure of the following settings:
- Based On: CUnit
- Object Family: Melee
- Race: Protoss
- Object Type: Unit
- Copy From: Zealot
3. For each of the unit's weapons...
a. Add a weapon object from the Weapons tab.
b. Enter a name and ID and use the following settings:
- Weapon Type: Legacy
- Based On: CWeaponLegacy
- Race: Protoss
- Copy From: Zealot - Psi Blades
4. For the damage and display effects, you must do the same process.
- Make sure when creating the effects, you create a "Create Persistent" effect and a "Damage" effect.
5. When you are creating the duplicated zealot's psi blade effect (not the damage effect), you need to change the Period Effect to point to the new unit's psi blade (damage) effect.
- Also, go back to the Weapons tab and set the new unit's effect and damage effects to those you just created.
6. In the Actors tab, you must create an actor for the new unit, the attack (postfixed with " Attack"; note the space), and the unit's death (posfixed with _Death). The same process applies to these actors.
a. In the new unit's actor, change the unitName value to the unit you made in step 2.
b. Check the Model settings... make sure they are the following:
- Model: Zealot
- Model (Build): Zealot Warp In
- Model (Placement): Zealot Placement
- Model (Portrait): Protrait - Zealot
c. If the sounds are not working for the zealot, verify the Sounds values are valid.
d. In the Attack actor, point the effectAttack to the new unit's Psi Blades (Damage) effect.
e. Also, in the Events+ settings, make sure all references to "Zealot" are changed to the new unit.
f. In the _Death actor, make sure the sound is set to Zealot_Death.
g. Also, in the Events+ settings, make sure all references to "Zealot" are changed to the new unit.
Blammo! Go to the Terrain Editor, set your current layer to Units, and search for your new unit. Add him to your map and the model should correctly load in the editor. If it does not, verify the "Model (Placement)" in step 6b is right. If he loads up correctly, test him out in your map!
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