So I have decided that templars can go suck it and have chosen to make my caster a ground based mutalisk. However, he seems to stop moving or move very slowly when he comes to a stop half the time. All I have changed is his move speed to 1.0, his vision height/overall height to 0, his mover to ground, and given him a spell or two.
Only thing I could figure was making him a ground unit was screwing it up, so in his actor events I changed all his actor events that required him to be a flyer to require he be a ground unit instead. (Changed Is Flyer Validator to Is Not Flyer) I'm guessing this is a fairly easy fix, I'm just not sure what to do about this now that I've tried what I could think of.
Seeing as I have no clue what the Banker actor is, guessing not. Where should I be looking for that, just went through all the events on my new unit and the original mutalisk, no luck.
Edit: Only thing I could find related to a Banker was a Host Site Operations + section on the mutalisk actor, with hold position unchecked, hold rotation unchecked, and Operations had 'SOpBankerMutalisk (Unnamed) only. I tried deleting this, readding it, playing around with the check boxes, same problem regardless. The Mutalisk isn't actually freezing apparently, it is just playing its animation REALLY slow.
Not really sure what the deal is myself, half the time the mutalisk flaps his wings like he should, other half the time he takes 1000 times longer.
Changing his mover from ground back to air fixed all the problems it would seem. Problem is, I don't want him to move like an air unit. Back at square one....
So, ended up trying a different approach that GlornII accidentally came across when he accidentally made air units be ground units instead. That approach being, use a ground unit and simply replace the model with an air unit. All problems solved now, muta works fine, which is amusing. The model functions better copy pasting a hydralisk than a mutalisk.... If anyone wants to go making air units be ground units, simply base them off a ground unit unit/actor, works just fine.
So I have decided that templars can go suck it and have chosen to make my caster a ground based mutalisk. However, he seems to stop moving or move very slowly when he comes to a stop half the time. All I have changed is his move speed to 1.0, his vision height/overall height to 0, his mover to ground, and given him a spell or two.
Only thing I could figure was making him a ground unit was screwing it up, so in his actor events I changed all his actor events that required him to be a flyer to require he be a ground unit instead. (Changed Is Flyer Validator to Is Not Flyer) I'm guessing this is a fairly easy fix, I'm just not sure what to do about this now that I've tried what I could think of.
Removed the Banker 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
@DrSuperEvil: Go
Seeing as I have no clue what the Banker actor is, guessing not. Where should I be looking for that, just went through all the events on my new unit and the original mutalisk, no luck.
Edit: Only thing I could find related to a Banker was a Host Site Operations + section on the mutalisk actor, with hold position unchecked, hold rotation unchecked, and Operations had 'SOpBankerMutalisk (Unnamed) only. I tried deleting this, readding it, playing around with the check boxes, same problem regardless. The Mutalisk isn't actually freezing apparently, it is just playing its animation REALLY slow.
You could try to change the walk animation speed field or something (not sure, how exactly the field is called).
@Kueken531: Go
Not really sure what the deal is myself, half the time the mutalisk flaps his wings like he should, other half the time he takes 1000 times longer.
Changing his mover from ground back to air fixed all the problems it would seem. Problem is, I don't want him to move like an air unit. Back at square one....
So, ended up trying a different approach that GlornII accidentally came across when he accidentally made air units be ground units instead. That approach being, use a ground unit and simply replace the model with an air unit. All problems solved now, muta works fine, which is amusing. The model functions better copy pasting a hydralisk than a mutalisk.... If anyone wants to go making air units be ground units, simply base them off a ground unit unit/actor, works just fine.
Dare you to figure out the animation commands of the SM mutalisk model!
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