Are you talking about the ability user not disappearing when the building is started and not being consumed when the building is completed?
If so enable the Worker Hide and Worker Kill on Complete flags of the Build ability.
If not, please be a bit more detailed with your problem. I'm not grasping it and the image provides little information without an explanation.
@Spoolofwhool:
no, the worker shall not disappear. the building, which is built, shall show the building stages but without showing the complete building which it does. on the picture you see a custom model of a sunken colony + building stage of the spawnpool.
yes i am certain. also doesnt work for sporecannon. i can set the opacity on construction.start to 0 and tell the build actor not to inherit from host but i cannot set it back or reset it again because it doesnt react to construction.finished.
Update: i am using a timer now to set opacity back to normal but this is still a riddle. using the queen bui8ld ability doesn't create a construction.finished actor msg.
yes it has the buildable ability. test it yourself, add the sporecannon to the queen build ability. add the buttons and build it. it will throw an error because there is no model set on the sporecannonbuild actor but everything else is set. you will see, it wont work. (i have set the model to the pool building model)
Are you talking about the ability user not disappearing when the building is started and not being consumed when the building is completed? If so enable the Worker Hide and Worker Kill on Complete flags of the Build ability. If not, please be a bit more detailed with your problem. I'm not grasping it and the image provides little information without an explanation.
Well, that's because my sunken colony model doesn't have a birth animation... You should swap or scale it while morphing.
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
Sure you are only creating the actor once?
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
Checked the events on the build model visual used?
Your unit got the Buildable ability?
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
So you are orphaning the actor by not having a model to attach to?
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
i don't destroy any actor, how else do you orphan one? i have set a model and it doesnt throw any error.
<CAbilBuild id="QueenBuild2">
<EditorCategories value="Race:Zerg,AbilityorEffectType:Units"/>
<FlagArray index="PeonMaintained" value="0"/>
<FlagArray index="ShowProgress" value="1"/>
<Alert value="BuildComplete_Zerg"/>
<InfoArray index="Build1" Unit="CreepTumorQueen" Time="15">
<Resource index="Vespene" value="25"/>
<Vital index="Energy" value="15"/>
<Charge Link="Abil/QueenBuild"/>
<Cooldown Link="Abil/QueenBuild"/>
<Button DefaultButtonFace="ConstructCreepTumor">
<Flags index="ShowInGlossary" value="1"/>
</Button>
</InfoArray>
<InfoArray index="Build2" Unit="Extractor" Time="45">
<Vital index="Energy" value="25"/>
<Charge Link="Abil/QueenBuild"/>
<Cooldown Link="Abil/QueenBuild" TimeUse="60"/>
<Button DefaultButtonFace="ConstructExtractor"/>
</InfoArray>
<InfoArray index="Build3" Unit="SpineCrawler" Time="15">
<Charge Link="Abil/QueenBuild"/>
<Cooldown Link="Abil/QueenBuild"/>
\ <Button DefaultButtonFace="ConstructSpineCrawler"/>
</InfoArray>
<InfoArray index="Build4" Unit="SporeCrawler" Time="15">
<Charge Link="Abil/QueenBuild"/>
<Cooldown Link="Abil/QueenBuild"/>
<Button DefaultButtonFace="ConstructSporeCrawler"/>
</InfoArray>
<InfoArray index="Build5" Unit="HydraliskDen" Time="120">
<Charge Link="Abil/QueenBuild"/>
<Cooldown Link="Abil/QueenBuild"/>´
<Button DefaultButtonFace="ConstructHydraliskDen"/>
</InfoArray>
<InfoArray index="Build6" Unit="GreaterSpire" Time="180">
<Charge Link="Abil/QueenBuild"/>
<Cooldown Link="Abil/QueenBuild"/>
<Button DefaultButtonFace="ConstructSpire" Requirements="isBroodQueen"/>
</InfoArray>
<InfoArray index="Build7" Unit="NydusNetwork" Time="60">
<Charge Link="Abil/QueenBuild"/>
<Cooldown Link="Abil/QueenBuild"/>
<Button DefaultButtonFace="ConstructNydusNetwork"/>
</InfoArray>
<InfoArray index="Build8" Unit="RoachWarren" Time="150">
<Charge Link="Abil/QueenBuild"/>
<Cooldown Link="Abil/QueenBuild"/>
<Button DefaultButtonFace="ConstructRoachWarren"/>
</InfoArray>
<InfoArray index="Build9" Unit="UltraliskCavern" Time="210">
<Charge Link="Abil/QueenBuild"/>
<Cooldown Link="Abil/QueenBuild"/>
<Button DefaultButtonFace="ConstructUltraliskCavern" Requirements="isBroodQueen"/>
</InfoArray>
<InfoArray index="Build10" Unit="SporeCannon" Time="60">
<Charge Link="Abil/QueenBuild"/>
<Cooldown Link="Abil/QueenBuild"/>
<Button DefaultButtonFace="ConstructSporeCannon" Requirements="isHiveQueen"/>
</InfoArray>
<InfoArray index="Build11" Unit="SunkenColony" Time="60">
<Charge Link="Abil/QueenBuild"/>
<Cooldown Link="Abil/QueenBuild"/>
<Button DefaultButtonFace="ConstructSunkenColony" Requirements="isHiveQueen"/>
</InfoArray>
...
</CAbilBuild>
<CUnit id="SporeCannon">
<CostResource index="Minerals" value="0"/>
<CostResource index="Vespene" value="450"/>
<AbilArray index="0" Link="BuildInProgress"/>
<AbilArray index="1" Link="stop"/>
<AbilArray Link="attack"/>
<AbilArray Link="SporeCrawlerUproot"/>
<BehaviorArray Link="CreepDMG"/>
<BehaviorArray Link="DefenceStructure"/>
<Footprint value="Footprint2x2Contour2"/>
<Attributes index="Summoned" value="1"/>
</CUnit>
<CActorUnit id="SporeCannon">
<Aliases value="_Main"/>
<On index="61" Terms="UnitConstruction.SporeCannon.Start" Send="Create BuildingTerrainFlatten"/>
<On index="62" Terms="UnitConstruction.SporeCannon.Cancel" Target="_BuildingTerrainFlatten" Send="Destroy"/>
<On index="63" Terms="UnitConstruction.SporeCannon.Finish" Target="_BuildingTerrainFlatten" Send="Destroy"/>
<On index="64" Terms="UnitBirth.SporeCannon.Normal" Target="" Send="Create BuildingTerrainFlatten"/>
<On index="65" Terms="UnitBirth.SporeCannon.Suppressed" Send="Create BuildingTerrainFlattenInstant"/>
<On index="66" Terms="UnitBirth.SporeCannon.EditorPlaced" Send="Create BuildingTerrainFlattenEditor"/>
<On index="67" Terms="UnitDeath.SporeCannon" Target="_BuildingTerrainFlatten" Send="Destroy"/>
<On index="68" Terms="Abil.SporeCannonFire.SourcePrepStart" Target="" Send="AnimPlay Charge Attack"/>
<On index="69" Terms="Abil.SporeCannonFire.SourcePrepStart" Send="AnimSetTimeScale Charge 0.750000"/>
<On index="70" Terms="ActorCreation" Send="Create SoundEmitter Virophage_Stand"/>
<On index="71" Terms="UnitConstruction.SporeCannon.Start" Send="Create SporeCannonBuild"/>
<On Terms="TimerExpired; TimerName Opa" Send="ClearOpacity 0.000000 O"/>
<On Terms="UnitConstruction.SporeCannon.Start" Send="TimerSet 58.500000 Opa"/>
<On Terms="UnitConstruction.SporeCannon.Start" Send="SetOpacity 0.000000 0.000000 O"/>
</CActorUnit>
<CActorModel id="SporeCannonBuild">
<Inherits index="Opacity" value="0"/>
<AcceptedHostedPropTransfers index="Opacity" value="0"/>
<Model value="SpawningPoolBuild"/>
</CActorModel>
as you can see in the sporecannon actor i am currently using timers to reset opacity.
Your SporeCannonBuild model events look suspect.
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
oookkk. and now?
What events are on that 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
(UnitConstruction.*.Finish|UnitConstruction.*.Cancel|ActorOrphan|ActorCreation):(|||):(Destroy|Destroy|Destroy|Create ZergConstructionAttached)
<CActorModel id="SporeCannonBuild">
<Inherits index="Opacity" value="0"/>
<AcceptedHostedPropTransfers index="Opacity" value="0"/>
<Model value="SpawningPoolBuild"/>
</CActorModel>
Those are not the events on the 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
these are the events on the build actor as you requested
maybe replace the any (*) with your specific unit?
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