I had added the lift off ability to the engineering bay, however i can't get it's flying standing animation to loop, it does it once but stops. Anyone know why?
Hm, I checked i have all those events in place. i wonder why it's not working still. And i am still having major issues with the landing ability cause everytime i test it, The game keeps making it cost minerals. Yet, when i look in the editor it says it doesn't.
EDIT: nevermind i got the landing ability to work properly, now i just need to get that standing animation to work.
Ughh, i have tried everything! All the other animations are perfect, move, land, take-off, etc. But i can't get it's stationaty animation to loop like the other structures.
Your Land ability will cost minerals if the unit cost for your ground strcuture is higher than your flying structure, that's how morph abilities work. If you want it to be free you have to set the same cost for both units.
Do yours have this event?
UnitBirth.EngineeringBayFlying
-Anim GroupApply Fly Fly, Start Fly,End Instant
OoOoOo! i may have figured out what is going on, all the other fly stand animations have Looping: True in the previewer, The Engineering bay is set to false. Is there any way to change it to true?
No luck The unit's idle will only play once regardless of what i do. I'm trying to figure out how to set the animation so that in the previewer Looping is true not false like the rest of the terran building Fly animations.
That's alright, but is there a way to change what is highlighted in post #7's attachment? Also when the engineering bay moves it flies with it's side facing forward. Is there a way to change that?
That's weird because I just copied those events to my Eng Bay acotr and everything is perfect. Yes, it flies sideways, but I think it's cause that side is actually the model's front.
That script is using the walk animation as the engineering bay's standing animation, the walking animation has looping enabled so it will not stop like the standing one does, I can't imagine why the standing animation has looping on false. it's a little strange because all the other buildings that fly have it set to true. Also i went over the actor events and and mine are identical to what kueken531 has. so i am not exactly sure as to what is going on.
You could always make your engineering bay a Model actor attachment that you can then tip forward and back when moving using the SOp (Forward Vector) method.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I had added the lift off ability to the engineering bay, however i can't get it's flying standing animation to loop, it does it once but stops. Anyone know why?
The events should be:
UnitBirth.EngineeringBayFlying
-AnimGoupApply Fly Fly, Start Fly, End Instant
AbilMorph.*.Start
=> MorphTo EngineeringBayFlying
-AnimGroupApply Fly Fly, Start Fly, End
AbilMorph.*.*Start
=>MorphFrom EngineeringBayFlying
-AnimGroupRemove Fly
Hm, I checked i have all those events in place. i wonder why it's not working still. And i am still having major issues with the landing ability cause everytime i test it, The game keeps making it cost minerals. Yet, when i look in the editor it says it doesn't.
EDIT: nevermind i got the landing ability to work properly, now i just need to get that standing animation to work.
Ughh, i have tried everything! All the other animations are perfect, move, land, take-off, etc. But i can't get it's stationaty animation to loop like the other structures.
Your Land ability will cost minerals if the unit cost for your ground strcuture is higher than your flying structure, that's how morph abilities work. If you want it to be free you have to set the same cost for both units.
Do yours have this event?
UnitBirth.EngineeringBayFlying
-Anim GroupApply Fly Fly, Start Fly,End Instant
OoOoOo! i may have figured out what is going on, all the other fly stand animations have Looping: True in the previewer, The Engineering bay is set to false. Is there any way to change it to true?
Edit: Yes, i have the events you metioned.
In this photo it shows the Looping value as set to false. I have not found any possible way to edit that value to be true.
You can loop any animation by using actor events. You can try something like this:
Adjust the values, until the result looks good. If you want to turn the animation on and off, you can use other events than ActorCreation.
No luck The unit's idle will only play once regardless of what i do. I'm trying to figure out how to set the animation so that in the previewer Looping is true not false like the rest of the terran building Fly animations.
I thought, I'd try it myself. Is it okay like this?
That's alright, but is there a way to change what is highlighted in post #7's attachment? Also when the engineering bay moves it flies with it's side facing forward. Is there a way to change that?
That's weird because I just copied those events to my Eng Bay acotr and everything is perfect. Yes, it flies sideways, but I think it's cause that side is actually the model's front.
It can be cahnged by editing the model in 3ds max.
@SoulFilcher:
That script is using the walk animation as the engineering bay's standing animation, the walking animation has looping enabled so it will not stop like the standing one does, I can't imagine why the standing animation has looping on false. it's a little strange because all the other buildings that fly have it set to true. Also i went over the actor events and and mine are identical to what kueken531 has. so i am not exactly sure as to what is going on.
You could always make your engineering bay a Model actor attachment that you can then tip forward and back when moving using the SOp (Forward Vector) method.
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