Once I change to the other skin everything works correctly, with animation and everything. However, after building something, or sometimes randomly, there will be no animation, for example the SCV will not be doing these random moves, and a probe will not be floating up and down. Anyone know a solution for this animation problem? Thanks
The skinned models are usually slightly glitchy. In the actor's event's, make the idle animation "stand." If that doesn't work or the event is already there than you can make a behavior that once in a while (every 5 seconds?) does a dummy effect. Now go to the actor of your unit and go to events and make it so when the effect happens, it makes the actor play the "stand" animation.
I managed to do it using triggers, basically every second it sends an actor message telling it to "stand". The problem is that, it does not show the move animation once it moves. I am not that good when it comes to events (in actors). So can you please just tell me what exactly I should do in the events only, it shouldn't be that long. I really appreciate any help. Thanks
There are certain validators that can only be done in the data part of the editor. Create a new behavior called "Unit Stand." Next, make a new "set" effect and call it "Stand Dummy." Go back to your "Unit Stand" behavior and make the duration -1, set the value of "period" to 1, and set the "periodic effect" to "Stand Dummy." Now go to "Validators (Disable)" in the behavior and set the "Validators (Disable)" to "No orders and no move."
That's your first chunk of work.
Go to the actor of your unit that is glitching out (If the unit were a Marine, than it would be the actor called Marine) and go to Events - Send. Double click on it. There should be a new window that pops up. Right click on the portion of the window were there is a bunch of text. Click "Add Event." Make the "Msg Type" "effect." Now, set the "Source Name" to "Stand Dummy" and also set the "sub name" to start. Next, click on the action connected to your event (it should be the text connected to the event with a dotted line. It should be green.) Leave "target" blank and set the "Msg Type" to "animation play." The "Name" doesn't matter. Check the box of NONE of the flags. Set the "Animation Properties" to "stand." The rest of the stuff that I didn't mention does not matter.
Almost done, just a few things to do!
Exit out of the events window. Make sure to press okay and not cancel, or else all the work you did in that window will not be applied! Then add the "Unit Stand" behavior to the unit that you are having problems with. This should work, if it still doesn't play the move animation than post a comment and I will deal with that too.
Thank you, I really appreciate your reply, using what you did above, the stand animation does work. However, the move animation did not work. So I did the same thing above again for the move animation , but with a few variations:
Well the new behavoir's name was different
"Validators (Disable)" was changed to "Caster wants to move or has orders"
In the events section I just added the event for this new effect which I called "Move dummy"
And the animation for this one was "walk" and not "stand"
I basically just did what you did then did some minor adjustments for the move animation, and it works!. I really appreciate the help and thanks. :)
I used this method to add skins for an scv (yes, it is my tutorial):
http://www.sc2mapster.com/forums/resources/tutorials/65862-data-skin-tutorial/#p1
Once I change to the other skin everything works correctly, with animation and everything. However, after building something, or sometimes randomly, there will be no animation, for example the SCV will not be doing these random moves, and a probe will not be floating up and down. Anyone know a solution for this animation problem? Thanks
The skinned models are usually slightly glitchy. In the actor's event's, make the idle animation "stand." If that doesn't work or the event is already there than you can make a behavior that once in a while (every 5 seconds?) does a dummy effect. Now go to the actor of your unit and go to events and make it so when the effect happens, it makes the actor play the "stand" animation.
@Skitto: Go
I managed to do it using triggers, basically every second it sends an actor message telling it to "stand". The problem is that, it does not show the move animation once it moves. I am not that good when it comes to events (in actors). So can you please just tell me what exactly I should do in the events only, it shouldn't be that long. I really appreciate any help. Thanks
@TerranMaster23: Go
There are certain validators that can only be done in the data part of the editor. Create a new behavior called "Unit Stand." Next, make a new "set" effect and call it "Stand Dummy." Go back to your "Unit Stand" behavior and make the duration -1, set the value of "period" to 1, and set the "periodic effect" to "Stand Dummy." Now go to "Validators (Disable)" in the behavior and set the "Validators (Disable)" to "No orders and no move."
That's your first chunk of work.
Go to the actor of your unit that is glitching out (If the unit were a Marine, than it would be the actor called Marine) and go to Events - Send. Double click on it. There should be a new window that pops up. Right click on the portion of the window were there is a bunch of text. Click "Add Event." Make the "Msg Type" "effect." Now, set the "Source Name" to "Stand Dummy" and also set the "sub name" to start. Next, click on the action connected to your event (it should be the text connected to the event with a dotted line. It should be green.) Leave "target" blank and set the "Msg Type" to "animation play." The "Name" doesn't matter. Check the box of NONE of the flags. Set the "Animation Properties" to "stand." The rest of the stuff that I didn't mention does not matter.
Almost done, just a few things to do!
Exit out of the events window. Make sure to press okay and not cancel, or else all the work you did in that window will not be applied! Then add the "Unit Stand" behavior to the unit that you are having problems with. This should work, if it still doesn't play the move animation than post a comment and I will deal with that too.
@Skitto: Go
Thank you, I really appreciate your reply, using what you did above, the stand animation does work. However, the move animation did not work. So I did the same thing above again for the move animation , but with a few variations:
Well the new behavoir's name was different
"Validators (Disable)" was changed to "Caster wants to move or has orders"
In the events section I just added the event for this new effect which I called "Move dummy"
And the animation for this one was "walk" and not "stand"
I basically just did what you did then did some minor adjustments for the move animation, and it works!. I really appreciate the help and thanks. :)
So solved?
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
Yup.
guess I should lock it
@DrSuperEvil: Go
Yup.
guess I should lock it