A solution was found by using triggers to send Animation Play messages to the actors of the gate unit, then pausing it after the animation had played back for x seconds. Works like a charm.
________________
Hey all,
I'm having some trouble reducing the highlight radius for the Valhalla Destructable door. For some strange reason its about 5 units across despite the door being only 1 unit wide.
I've tried changing
SelectionRadius of the model
Radius of the model
Radius of the unit
Selection offset of the model
Footprint radius
Nothing works :( Does anyone know how I might be able to reduce it? Because it's making it bloody difficult when I'm trying to terrain as the door keeps getting in the way when i try to arrange other nearby doodads
PS: I'm hoping it's not some kind of model limitation.. that would suck
__________________
Edit: I have decided to use a different gate unit (SecurityGateVertical). I tried to speed up the open and close animations for this gate, as I need them to open and close very fast. So far, I've tried:
Model animation speed 20x
Actor animation event time scale (non-absolute) modifications
Removal of OnApply and onRemove events, FAIL - because it causes the gate sounds to stop playing
The first item makes the animation complete faster, but it's duration still lasts as long as the original. For example, Animation time is 2 seconds. I set it's speed to 20x, it plays in 0.1 seconds, but the unit refuses to play another animation until the entire 2 seconds is up (1.9 seconds wait)
My new question is, how do I scale animations to make them display their full cycle in a span of 0.1 seconds?
1. disable hit test in the actor
2. create a new model actor "myNewMouseHitbox" with a model that you want the new mouse hit box to be.
3. add "actor creation -> create myNewMouseHitbox" to the old actor's events to add the other actor
If the size is fine, you add "actorCreation -> set opacity 0" to the mouse hitbox area.
Maybe you need to edit some property transfer stuff.
The model's mouse hit zone stuff is within the m3 file. So you can't change that afaIk without modifying the model itself.
Thanks for the detailed response. Seems rather complicated for me though (data noob here), high probability of messing up my data. While waiting for a response I actually considered another option, the security gate vertical unit. The highlighting works perfectly for it, but I'm having difficulties with the animation.
When I issue an order to open the gate, then close it in a short span of time (< 0.5 seconds)
The gate opens, but there's a delay of 2-3 seconds it's considered to be idle. Any ideas how I can cut off this unwanted wait? I tried modifying the model > animation > event cast time, but it didn't seem to have any effect.
The application for this is that whenever my mouse highlights the gate, it should open (Animation quite fast), and when unhighlighted, it should close (Same here it's quite fast). But when the highlight and unhighlight occurs too fast in a short span of time, the animation delay completely spoils it.
Yeah, I tried setting it to 20, but it still didn't seem to be working right. I probably did something wrong..
For all the animation start stop events, I tried setting the time scale to 30, but the animation seemed to glitch as though it were too fast. 20 works fine, but it's simply not fast enough when the player hovers and unhovers the gate too quickly.
At this point I'm trying to just manipulate it with script, that way I don't have to keep resetting to parent when the data get's fubar-ed. :|
@Ahli634: Go
The gate opens, but there's a delay of 2-3 seconds it's considered to be idle. Any ideas how I can cut off this unwanted wait? I tried modifying the model > animation > event cast time, but it didn't seem to have any effect.
The application for this is that whenever my mouse highlights the gate, it should open (Animation quite fast), and when unhighlighted, it should close (Same here it's quite fast). But when the highlight and unhighlight occurs too fast in a short span of time, the animation delay completely spoils it.
I personally don't think that is an animation problem, I think you forgot to change the morph settings so the morph from the open to the closed gate (and vice versa) takes the old 2-3 seconds (because thats how long it used to take until the gate opens and the morph is complete with the gate ready to close/open again) instead of the 0.1 or whatever seconds that you want.
Animations are purely visual, you can overlap them as much as you want from my experience. It will bug out visually, but it will never be idle and unable to play animations from my experience.
edit:
Also be careful, I just found a bug in the current HotS Beta Editor which makes the Morph ability info field completely unusable, even with XML. It can't be edited with XML and if you try to access the field from GUI the editor will crash. So right now you have to use the 1.5 WoL Editor to change that I think.
Also note that you don't have to adjust animation speed at all for this, because I just tried it and all the Gate Units made by Blizzard are preset in a way (with AnimationGroups) that their open/close animations depend entirely on the Morph duration, so you don't have to worry about the animation duration at all and just have to change the morph durations.
edit2:
Also note that 0.1 seconds might be too fast for the morph thing, maybe because it is too close to 0.0625s (the smallest interval that you can check). Also note that the "Unit is Highlighted" event is pretty unreliable from my experience, so if you have problems concerning fast mouse movements you should think about a workaround concerning how to make that event more reliable.
@FuzzYD: Go
if you have problems concerning fast mouse movements you should think about a workaround concerning how to make that event more reliable.
Thanks a lot for helping me investigate this. Guess we can consider this case closed since Morphs have their limitations. I'll probably search for a work around that uses triggers to manipulate the animations (I've done it before last time, but forgot how).
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Edit #2: Case closed
A solution was found by using triggers to send Animation Play messages to the actors of the gate unit, then pausing it after the animation had played back for x seconds. Works like a charm.
________________
Hey all,
I'm having some trouble reducing the highlight radius for the Valhalla Destructable door. For some strange reason its about 5 units across despite the door being only 1 unit wide.
I've tried changing
Nothing works :( Does anyone know how I might be able to reduce it? Because it's making it bloody difficult when I'm trying to terrain as the door keeps getting in the way when i try to arrange other nearby doodads
PS: I'm hoping it's not some kind of model limitation.. that would suck
__________________
Edit: I have decided to use a different gate unit (SecurityGateVertical). I tried to speed up the open and close animations for this gate, as I need them to open and close very fast. So far, I've tried:
The first item makes the animation complete faster, but it's duration still lasts as long as the original. For example, Animation time is 2 seconds. I set it's speed to 20x, it plays in 0.1 seconds, but the unit refuses to play another animation until the entire 2 seconds is up (1.9 seconds wait)
My new question is, how do I scale animations to make them display their full cycle in a span of 0.1 seconds?
1. disable hit test in the actor
2. create a new model actor "myNewMouseHitbox" with a model that you want the new mouse hit box to be.
3. add "actor creation -> create myNewMouseHitbox" to the old actor's events to add the other actor
If the size is fine, you add "actorCreation -> set opacity 0" to the mouse hitbox area.
Maybe you need to edit some property transfer stuff.
The model's mouse hit zone stuff is within the m3 file. So you can't change that afaIk without modifying the model itself.
@Ahli634: Go
Thanks for the detailed response. Seems rather complicated for me though (data noob here), high probability of messing up my data. While waiting for a response I actually considered another option, the security gate vertical unit. The highlighting works perfectly for it, but I'm having difficulties with the animation.
When I issue an order to open the gate, then close it in a short span of time (< 0.5 seconds)
The gate opens, but there's a delay of 2-3 seconds it's considered to be idle. Any ideas how I can cut off this unwanted wait? I tried modifying the model > animation > event cast time, but it didn't seem to have any effect.
The application for this is that whenever my mouse highlights the gate, it should open (Animation quite fast), and when unhighlighted, it should close (Same here it's quite fast). But when the highlight and unhighlight occurs too fast in a short span of time, the animation delay completely spoils it.
@Ahli634: Go
Is that efficient?
I'm not experiencing any problems with it.
Tried setting the animation timescale under events?
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
@DrSuperEvil: Go
Yeah, I tried setting it to 20, but it still didn't seem to be working right. I probably did something wrong..
For all the animation start stop events, I tried setting the time scale to 30, but the animation seemed to glitch as though it were too fast. 20 works fine, but it's simply not fast enough when the player hovers and unhovers the gate too quickly.
At this point I'm trying to just manipulate it with script, that way I don't have to keep resetting to parent when the data get's fubar-ed. :|
I personally don't think that is an animation problem, I think you forgot to change the morph settings so the morph from the open to the closed gate (and vice versa) takes the old 2-3 seconds (because thats how long it used to take until the gate opens and the morph is complete with the gate ready to close/open again) instead of the 0.1 or whatever seconds that you want.
Animations are purely visual, you can overlap them as much as you want from my experience. It will bug out visually, but it will never be idle and unable to play animations from my experience.
edit:
Also be careful, I just found a bug in the current HotS Beta Editor which makes the Morph ability info field completely unusable, even with XML. It can't be edited with XML and if you try to access the field from GUI the editor will crash. So right now you have to use the 1.5 WoL Editor to change that I think.
Also note that you don't have to adjust animation speed at all for this, because I just tried it and all the Gate Units made by Blizzard are preset in a way (with AnimationGroups) that their open/close animations depend entirely on the Morph duration, so you don't have to worry about the animation duration at all and just have to change the morph durations.
edit2:
Also note that 0.1 seconds might be too fast for the morph thing, maybe because it is too close to 0.0625s (the smallest interval that you can check). Also note that the "Unit is Highlighted" event is pretty unreliable from my experience, so if you have problems concerning fast mouse movements you should think about a workaround concerning how to make that event more reliable.
Thanks a lot for helping me investigate this. Guess we can consider this case closed since Morphs have their limitations. I'll probably search for a work around that uses triggers to manipulate the animations (I've done it before last time, but forgot how).