Before I go ahead, I've done all of this so far by following this tutorial [ x ]; it doesn't seem to be outdated, but if that ends up being the problem and there's a more up-to-date version, let me know!
This is my first time working with "Morph"-type abilities, so I'm pretty unfamiliar with the pitfalls and limitations accompanied by it. The main issues I've run into so far are related to custom units (which I made from scratch using this tutorial [ x ]), which use SC2 models but differ in size/walk speed/etc. to the original, and also have actors that are attached to them when certain Behaviors are present.
The custom units on their own are fine, but the problem comes from when I try to create one in-game when I use a Morph ability, with a mix of the following happening:
-selection radius is altered
-unit size is altered
-Behavior-triggered actors do not appear
-walk animation speed is altered
In terms of functions they seem to be identical to their non-Morphed counterparts, but for example, in the file attached, if I morph the Spitter into a Launcher, I get a much smaller one with a scale-appropriate selection radius and the actor that accompanies its weapon change effect, but if I morph the Grub into a Spitter (which widens the selection radius noticeably) and then morph that into a Launcher, the result is an appropriate-sized Laucher with a wider selection radius, altered walk animation speed, and missing weapon actors.
Is this just something that happens with custom units, or am I messing up somewhere? If there's no solution, is there a work-around? (ex. an ability that spawns the new unit and destroys the old one instead of morphing)
EDIT: Using a Create Unit effect that creates a custom unit creates an exact unit with none of the above alterations, so if push comes to shove, I can probably use that as a workaround with an ability that creates the desired unit while destroying the old one, although that might cause problems if I use Triggers to limit the player's control to a single unit (unless there's some way to switch the unit the player is controlling).
change the actor scale to 1.0 for all units but adjust the model scale of all models. models do have several flags, if i recall correctly there was one for the selection radius to not scale with unit scale.
That seems to have done the trick so far! All this time I've just been changing scale via Actors (since you only need to change one value rather than min scale and max scale), but I can see where that can lead into some messes down the line. Guess that just means a little extra work from now on, but that's a small price to pay!
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Before I go ahead, I've done all of this so far by following this tutorial [ x ]; it doesn't seem to be outdated, but if that ends up being the problem and there's a more up-to-date version, let me know!
This is my first time working with "Morph"-type abilities, so I'm pretty unfamiliar with the pitfalls and limitations accompanied by it. The main issues I've run into so far are related to custom units (which I made from scratch using this tutorial [ x ]), which use SC2 models but differ in size/walk speed/etc. to the original, and also have actors that are attached to them when certain Behaviors are present.
The custom units on their own are fine, but the problem comes from when I try to create one in-game when I use a Morph ability, with a mix of the following happening:
-selection radius is altered -unit size is altered -Behavior-triggered actors do not appear -walk animation speed is altered
In terms of functions they seem to be identical to their non-Morphed counterparts, but for example, in the file attached, if I morph the Spitter into a Launcher, I get a much smaller one with a scale-appropriate selection radius and the actor that accompanies its weapon change effect, but if I morph the Grub into a Spitter (which widens the selection radius noticeably) and then morph that into a Launcher, the result is an appropriate-sized Laucher with a wider selection radius, altered walk animation speed, and missing weapon actors.
Is this just something that happens with custom units, or am I messing up somewhere? If there's no solution, is there a work-around? (ex. an ability that spawns the new unit and destroys the old one instead of morphing)
EDIT: Using a Create Unit effect that creates a custom unit creates an exact unit with none of the above alterations, so if push comes to shove, I can probably use that as a workaround with an ability that creates the desired unit while destroying the old one, although that might cause problems if I use Triggers to limit the player's control to a single unit (unless there's some way to switch the unit the player is controlling).
change the actor scale to 1.0 for all units but adjust the model scale of all models. models do have several flags, if i recall correctly there was one for the selection radius to not scale with unit scale.
@FunkyUserName: Go
That seems to have done the trick so far! All this time I've just been changing scale via Actors (since you only need to change one value rather than min scale and max scale), but I can see where that can lead into some messes down the line. Guess that just means a little extra work from now on, but that's a small price to pay!