I'm still having trouble figuring out how to add the warp-in effect for zerg units from a warpgate as their warping in. The unit warps in correctly, but there's no effect to hide the unit while it's "building" - so you just see the unit sitting there until it's done warping in.
I can't seem to figure out where to add/change things in the actors area to get this to work.
I'm not very good with the data editor, so as detailed as possible would be fantastic. Thanks!
Hmm, well this is a little bit different than the normal Protoss unit's because they have Warp in Models. Ok try and follow this:
First create an Model with the name:"Warp In" and give it the Model:"ToshTeleportIn" which you can find under Effects/Terran.
2nd Create an Model Actor(Model Animation One Shot Style) with the model:"Warp In".
When you're finished with that you just have to go to the Zergling Actor and double click on Events. Then add an:"UnitBirth" event with the Msg Type:"Create" and change the Parameter:"Name" to the WarpIn Actor(Model Animation One Shot Style).
I guess I'm not sure how to give the model ToshTeleportIn... When I right click in the Model tab, and choose Add Model, I only have 2 options for Model Type, CModel and CModelFoliage... and I don't see the ToshTeleportIn in the drop down list at the Copy From field either.
What am I missing? I feel like I'm starting in the wrong spot somehow lol...
Even if you do get the protoss model to work, you'll only have the zeal, stalk, sentry, ht and dt warp-ins to work with. Why not use the Nydus build model, so that your units can burst out of the ground on completion?
Okay I'll take it a step back then... I want to have the warpgate selected, create any unit that i have it set to warp in, and be able to warp them in on any power source. The warpgate acts as a power source, but that doesn't really matter for this.
The units that it will be warping in are a few from all three races. So Yes, having the zerg units unburrow at the chosen warp in location would be awesome, but since I am having a hard time figuring all this out I just assumed 1 effect would be enough.
If anyone is up for walking me through it or explaining in more detail that would be awesome!
@MarcusFell: Go I think Patrick suggested Tosh's warp in because it looks like the protoss warp in models, but there's no unit in it. So its possible to use Tosh's warp in along with an opacity effect or something like that.
@playpong: Go You can learn a lot by checking the original actors and models. Search for the protoss actors, read them over, and again. Eventually you will connect the dots and make it happen. You can copy what works for them and change it little by little until it looks like you want. Also you may find tutorials about actors and models, but I never used tutorials for it so I can't point any to you.
Okay, so I've been fiddling around with this for about a week now trying to figure out how to do it on my own. If someone could please just explain it to me so I can get it to work, then I'll be able to figure out how all the pieces go together on my own for future situations.
If you want to learn about Actor I'd advice you should check out the Tutorial Section. It's a pretty big job to explain it every time at anyone with big chunks of texts. Before changing Actors you need to know what everything is and understand how to use it. First try and read this if you want to try and learn about different Actors. It's kinda hard to get an understanding first but when you will get it over time.
For now you want to warp a Zergling that Plays the Unburrow animation when warped?
As it was mentioned, the unit's actor will always appear to "pop up" into existence since it's lacking unit-specific model warp animation, but you can manage something nicer by playing with opacity or tint.
Something that would work reasonably well :
1) Create actor of type "Model" (parent ModelAnimationStyleOneShotNoOrphan or so if you want) linked to the desired warp model effect. Set that actor's Host's subject to _Selectable (alias). Set Host Site Operations to SOpAttachOrigin or SOpAttachOriginStationary (depends if you want the effect to move with the unit or not).
2) For your unit's actor, upon ActorCreation, create an instance of your model actor we just set up.
3) Also add another event upon ActorCreation, add a SetOpacity to 0.0, time 0.0.
4) Add yet another ActorCreation event, SetOpacity to 1.0 with a duration of, let's say, 2 seconds.
but, is there a "general" warp-in effect you can add to other stuff, or does each unit have it's own warping animation and that's it?
(i'm a newbie, i didn't understand well what patrick said on the 2nd post)
but, is there a "general" warp-in effect you can add to other stuff, or does each unit have it's own warping animation and that's it? (i'm a newbie, i didn't understand well what patrick said on the 2nd post)
the standard warpable protoss units have warp animations. What Patrick suggested is to add Tosh's warping effect (which is just a warp effect without a unit) and attach that to the warping unit for units that dont have warp animations.
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I'm still having trouble figuring out how to add the warp-in effect for zerg units from a warpgate as their warping in. The unit warps in correctly, but there's no effect to hide the unit while it's "building" - so you just see the unit sitting there until it's done warping in.
I can't seem to figure out where to add/change things in the actors area to get this to work.
I'm not very good with the data editor, so as detailed as possible would be fantastic. Thanks!
Hmm, well this is a little bit different than the normal Protoss unit's because they have Warp in Models. Ok try and follow this:
First create an Model with the name:"Warp In" and give it the Model:"ToshTeleportIn" which you can find under Effects/Terran.
2nd Create an Model Actor(Model Animation One Shot Style) with the model:"Warp In".
When you're finished with that you just have to go to the Zergling Actor and double click on Events. Then add an:"UnitBirth" event with the Msg Type:"Create" and change the Parameter:"Name" to the WarpIn Actor(Model Animation One Shot Style).
@patrickwobben: Go
I guess I'm not sure how to give the model ToshTeleportIn... When I right click in the Model tab, and choose Add Model, I only have 2 options for Model Type, CModel and CModelFoliage... and I don't see the ToshTeleportIn in the drop down list at the Copy From field either.
What am I missing? I feel like I'm starting in the wrong spot somehow lol...
Even if you do get the protoss model to work, you'll only have the zeal, stalk, sentry, ht and dt warp-ins to work with. Why not use the Nydus build model, so that your units can burst out of the ground on completion?
@MarcusFell: Go
Okay I'll take it a step back then... I want to have the warpgate selected, create any unit that i have it set to warp in, and be able to warp them in on any power source. The warpgate acts as a power source, but that doesn't really matter for this.
The units that it will be warping in are a few from all three races. So Yes, having the zerg units unburrow at the chosen warp in location would be awesome, but since I am having a hard time figuring all this out I just assumed 1 effect would be enough.
If anyone is up for walking me through it or explaining in more detail that would be awesome!
@MarcusFell: Go I think Patrick suggested Tosh's warp in because it looks like the protoss warp in models, but there's no unit in it. So its possible to use Tosh's warp in along with an opacity effect or something like that.
@SoulFilcher: Go
I still don't understand how to do that though.
@playpong: Go You can learn a lot by checking the original actors and models. Search for the protoss actors, read them over, and again. Eventually you will connect the dots and make it happen. You can copy what works for them and change it little by little until it looks like you want. Also you may find tutorials about actors and models, but I never used tutorials for it so I can't point any to you.
@SoulFilcher: Go
Okay, so I've been fiddling around with this for about a week now trying to figure out how to do it on my own. If someone could please just explain it to me so I can get it to work, then I'll be able to figure out how all the pieces go together on my own for future situations.
If you want to learn about Actor I'd advice you should check out the Tutorial Section. It's a pretty big job to explain it every time at anyone with big chunks of texts. Before changing Actors you need to know what everything is and understand how to use it. First try and read this if you want to try and learn about different Actors. It's kinda hard to get an understanding first but when you will get it over time.
For now you want to warp a Zergling that Plays the Unburrow animation when warped?
As it was mentioned, the unit's actor will always appear to "pop up" into existence since it's lacking unit-specific model warp animation, but you can manage something nicer by playing with opacity or tint.
Something that would work reasonably well :
1) Create actor of type "Model" (parent ModelAnimationStyleOneShotNoOrphan or so if you want) linked to the desired warp model effect. Set that actor's Host's subject to _Selectable (alias). Set Host Site Operations to SOpAttachOrigin or SOpAttachOriginStationary (depends if you want the effect to move with the unit or not).
2) For your unit's actor, upon ActorCreation, create an instance of your model actor we just set up.
3) Also add another event upon ActorCreation, add a SetOpacity to 0.0, time 0.0.
4) Add yet another ActorCreation event, SetOpacity to 1.0 with a duration of, let's say, 2 seconds.
That's it, should work like a charm.
First go to the Actor Tab and look for the Unit Actor in your case the Zerling.(The Numbers are referring to the attachments)
1: Double click on Events
2: Right Click and Create an new Event
3: Change Msg Type to UnitBirth
4: Change the Action(Msg Type) to Animation Bracket Start
5: Change Opening to Unburrow
but, is there a "general" warp-in effect you can add to other stuff, or does each unit have it's own warping animation and that's it? (i'm a newbie, i didn't understand well what patrick said on the 2nd post)
the standard warpable protoss units have warp animations. What Patrick suggested is to add Tosh's warping effect (which is just a warp effect without a unit) and attach that to the warping unit for units that dont have warp animations.