I was changing the "vce - build" skill, but it doesn't seem to work properly with units, only structures
when i change it to build, for example, the raven's autoturret, it just stays there while the scv builds
when i change it to build any kind of unit, the scv just goes to the target area and *poof* the unit appears there with a build time of 0 (i set it to 10s)
is there any way to adjust this? also, how do i apply the building animation to these stuff?
While the unit is building, it uses the "Build" model referenced by the unit's actor, so that's why it appears instantly.
When UnitConstruction begins (an actor event), a different model is typically created for the generic building animation. Furthermore, both that actor and the main actor are attached to CActorProgress actor to follow the building stages and switch animations accordingly.
Well briefly, an unit wouldn't have any building animation although you could probably manage something by playing with the opacity. The building process all a little complicated though, study well the existing system....
First thing you have to do is add the buildable(build in progress) ability to the unit. It won't add an under construction animation but units don't have them, at least the unit wont run around while it's supposed to be building. Also if you don't want the unit to be animated you can go to the unit's actor and add an event for the ability to pause while it is building and to start the animation when the ability ends. That may make it look a little better.
In my mod SCV can build Auto Turret. Everything else works fine but when SCV starts to build Auto Turret it looks like it is done (=100% done actor)
Can I change it somehow to use Supply Depot build animation? No need add all phases of building process. Just some kind "unfinished" placement model and when its done Auto Turret model.
Hope you understand what I'm trying to say.
0-99% complete = Supply depot 10% done model
100% complete = Auto Turret
OK, there is actor called "MissileTurretProtectRange (Unnamed)" on missile turret and that has something to do with range. So I need to make same kind of thing for Auto Turret, right? And how I attach range model to placement model?
I was changing the "vce - build" skill, but it doesn't seem to work properly with units, only structures
when i change it to build, for example, the raven's autoturret, it just stays there while the scv builds
when i change it to build any kind of unit, the scv just goes to the target area and *poof* the unit appears there with a build time of 0 (i set it to 10s)
is there any way to adjust this? also, how do i apply the building animation to these stuff?
While the unit is building, it uses the "Build" model referenced by the unit's actor, so that's why it appears instantly.
When UnitConstruction begins (an actor event), a different model is typically created for the generic building animation. Furthermore, both that actor and the main actor are attached to CActorProgress actor to follow the building stages and switch animations accordingly.
Well briefly, an unit wouldn't have any building animation although you could probably manage something by playing with the opacity. The building process all a little complicated though, study well the existing system....
First thing you have to do is add the buildable(build in progress) ability to the unit. It won't add an under construction animation but units don't have them, at least the unit wont run around while it's supposed to be building. Also if you don't want the unit to be animated you can go to the unit's actor and add an event for the ability to pause while it is building and to start the animation when the ability ends. That may make it look a little better.
Digging up old thread :)
In my mod SCV can build Auto Turret. Everything else works fine but when SCV starts to build Auto Turret it looks like it is done (=100% done actor)
Can I change it somehow to use Supply Depot build animation? No need add all phases of building process. Just some kind "unfinished" placement model and when its done Auto Turret model.
Hope you understand what I'm trying to say.
0-99% complete = Supply depot 10% done model
100% complete = Auto Turret
Found solution!
Any idea what I have to edit to see range of turret while placing it?
For example when you are building (choosing location) Missile Turret you see its range.
Make a Range actor be created on the cursor using the same method as the psistorm Splat actor
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
OK, there is actor called "MissileTurretProtectRange (Unnamed)" on missile turret and that has something to do with range. So I need to make same kind of thing for Auto Turret, right? And how I attach range model to placement model?
The hosting and event fields. I advise you read the tutorial on attachments first.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg