I'm working on an infestation map, and I'm running into a jungle of trouble.
I'm currently stuck trying to figure out how I am supposed alter the events - events + in order to allow my Colonists to morph back and forth between an infected form, and a Terran form. I'm currently experiencing the following problems:
1. When morphing back into the Terran form, the unit's portrait remains as the infected portrait.
2. When morphing back into the Terran form, the unit's audio remains as the infected audio.
3. If the unit morphs into the infected form several times, it will have several models (the amount is equal to the number of morphs) on top of each other, which are out of sync.
4. The little green model of the unit (can't remember what it's called) remains as the infected model after having morphed back into the Terran form.
5. My female colonist turn into male colonists when morphing back into their Terran form.
I hope someone can help me fix these problems. I will be working to solve them myself, but I've been unable to fix all of these problems so far.
Sounds more or less like the problem I helped godakuma out with. sounds like your events are off. Follow his link and also check out my How to on shifting abilities (I have a link to mine in his thread). Your actors probably simply don't know to delete old models before making new ones and such. It's a pretty simple fix but the first time you do it seems kind of complex.
All right! My male colonist is now morphing almost correctly. During the process of morphing from the Zerg form to the Terran form the unit momentarily gets an additional model. Any idea what's wrong?
Edit: Okay I have no idea why, but the female colonist turns into a male one when morphing back into its terran form, despite having it's own unit, actor, models and events for both the Zerg and Terran unit. I've had trouble with the male and female colonist being mysteriously linked before, and I have no idea what is causing this. Any help on how to fix this would be appreciated.
It doesn't really have an animation for the Zerg to Terran morph either. Is there any way I can add an egg or something which it morphs within?
I've ended up dropping the female Colonist completely.
I now have a male colonist which can change between an infected version, and a Terran form.
It still has the following problems:
1. It still seems to be adding more and more models on top of eachother. Could this be because I've simply modified the morph ability from the campaign?
2. The Terran portrait seems to be pretty much random after a morph.
3. The infected version has max 250 energy, and starts at 50. Every time it morphs it resets to 50 energy. Is there any way I can save the amount of energy it has?
As for the multiple models, it sounds like your either missing an event with one of the actors or you possibly have a slight error in one. Double check them. Also, is your morph set to go instantly or to take a second or two? If your using the morph ability from the campaign it's possible you've also doubled up on events since pre-made morphs come with built in events. Check the rest of the actors events that they came with, there might already be a proper set of morph events there (or even partial)
As for the portrait being random, how is it random? What are the possible outcomes?
Go to the unit which is having the energy problems. Scroll down the right side till you find: "Stats - Energy Starting Amount" Set that to whatever you want it to be.
Hope this helps. If not you can always post your map and i can try to troubleshhot like I did for Godakuma. Its just tough to trouble shoot even with it in front of me, never mind with just a description.
The problem is that there are so incredibly many events. Some of them are required for the morphing animation to display, and I'd prefer to keep it. There is a slightly delay for the morph, as the animation needs some time to play. There's also a delay for the Zerg to Terran morph, but as of right now it doesn't have any animation. The events should be the same as the ones in your "Morph to Infested Civilian"... I think. There's so much data to process that I can't even remember what I've edited.
There are several civilian portraits in the game. They're randomly selected for a civilian and/or colonist when it is created. Normally the unit doesn't morph back into its Terran form, so it was never a problem for Blizzard that there were several portraits. It is on the other hand a problem for me. I think it could be related to the events - events + stuff, but I have no idea of how to lock a specific portrait for a specific colonist. Without creating individual units for each portrait that is, but that would probably just mess up something else.
I may have explained my energy problem a bit poorly. My problem isn't setting the starting energy, I've already set that to 50. My problem is that the unit resets its energy to 50 whenever it changes form. For an example, if my infected colonist morphs into its Zerg form, and regens up to 150 energy, and then morphs back into its Terran form, and then later back to the Zerg form, I want it to start at 150 energy, and not 50 like it is doing now.
I'm a little sceptical towards uploading my map unprotected, as I had a very popular map in SC1 stolen from me. Never got any credit for it...
Ok, well as for the portrait (since it seems easiest, or at least simplest), like many sounds in the game a few of the models (whether units, animations, portraits, whatever) have more then one that fall under the same heading. For instance, if you go into the sound files and look you could set your sound for a specific event to be "Protoss - explosion -large" but there are actually 6 different versions of this (protoss - explosion - large1, large2, etc) this is so when multiple units play the same sound it has some variety thus sounding "right" to our ears. So you could specify just the general "large" sound and it'll pick which of the 6 to play or you could specify which of the 6 you specifically want. I'm thinking it's the same for the terran portraits. Your just going to have to find which one you want and specify it instead of just "Portrait - terran". I'm not sure where to find these files but if there are multiples (which we know to be true) they gotta be there somewhere.
As for the energy, I'm not so sure how to pull that off. My solution (if it was me) would just be to have them all start at max (but I'm lazy). Since it's essentially re-creating the unit when you swap it's also re-creating the energy it begins with. I'm sure theres an event or trigger that could be used to check current energy levels and carry that over to the new model but I haven't toyed with stats enough to get it yet. (I'm wondering how to do a similar thing with a morphing unit that "levels up" and how to keep the things added in to stay current. If I figure it out I'll get back to you but... /shrug
As for the morphing events. I'm sure theres a fix in there. There always is. But unless you screenshot the entire set of events or upload the map or give me some way to look at the problem first hand I can't really work blind.
If you want to upload a screenshot of just the events try using the "snipping" tool if you run windows. It's really fast and easy and most ppl don't even realize it comes packaged with windows. Just open your start menu and type "snip" into the search box. It'll come up. It's really self explanatory too. I understand not wanting to post a map (since I only really post maps packaged with a tutorial I really don't have your problem).
Holy hell thats a lot of events! Tell me, now that I've looked through them. When the models are doubling. Are they doubling as identical models or are you getting like one model and one morphing model, or 2 side by side models, etc... I'm not even sure what some of those events do but looking through it, it seems like you possibly have multiple "create" models disguised as something else. Or possibly it's doing one morph and one morph with an animation type of thing. Also, I'll keep looking but after 5 min my head started swimming from all that text, but your "destroy the old model" events might need to be made more specific... If I see something in particular I'll let you know... Just so much info to sort though.
I'm working on some other elements for my map as well. One of them being adding more buildings and units. I've just added the Predator for the Terrans, but I can't seem to get the cost or production time to show up no matter what I do. Any idea what's wrong?
I also seem to have forgotten how to make an upgrade a one time research only. A reminder please?
Here's how I set up a Morph ability for my RPG, in which Raynor can switch back and forth between Commando and Sniper modes:
That's the Commando's actor. Then the Sniper has the same thing, just going the other direction. That's all I had to do, and it works perfectly. His health, energy, ability charges, and everything carry over from one mode to the other.
That seems very nice and tidy, the problem is that I have no idea of what to remove. As you can see there's an absolutely ridiculous amount of events for my units. I'd really like to keep the morphing animation.
I'd start by removing everything that says "AbilMorph". Like you just said, there's a rediculous amount of stuff there, and the different events are probably conflicting. Once everything with AbilMorph is erased, then you can start by adding in the things I showed you. If the unit has can morph into a lot of different things, then you need one pair of events for each morph.
Adding the morphing animation is a little different, I think you just need another 2 events, one that starts the animation and one that stops it.
I just came back to this little project after a little break, and I still cannot get this bloody morph working correctly!
I think I'm gonna skip the whole thing now anyway, and just try to fix this through triggers and an AI player which the infected gets shared control over.
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I'm working on an infestation map, and I'm running into a jungle of trouble.
I'm currently stuck trying to figure out how I am supposed alter the events - events + in order to allow my Colonists to morph back and forth between an infected form, and a Terran form. I'm currently experiencing the following problems:
1. When morphing back into the Terran form, the unit's portrait remains as the infected portrait.
2. When morphing back into the Terran form, the unit's audio remains as the infected audio.
3. If the unit morphs into the infected form several times, it will have several models (the amount is equal to the number of morphs) on top of each other, which are out of sync.
4. The little green model of the unit (can't remember what it's called) remains as the infected model after having morphed back into the Terran form.
5. My female colonist turn into male colonists when morphing back into their Terran form.
I hope someone can help me fix these problems. I will be working to solve them myself, but I've been unable to fix all of these problems so far.
here i just went thu the same thing http://forums.sc2mapster.com/development/data/11027-morphing-a-unit-data/#posts that's my fourm feel free to ask me question's ill help you with what i know
@DotShadow: Go
Sounds more or less like the problem I helped godakuma out with. sounds like your events are off. Follow his link and also check out my How to on shifting abilities (I have a link to mine in his thread). Your actors probably simply don't know to delete old models before making new ones and such. It's a pretty simple fix but the first time you do it seems kind of complex.
All right! My male colonist is now morphing almost correctly. During the process of morphing from the Zerg form to the Terran form the unit momentarily gets an additional model. Any idea what's wrong?
Edit: Okay I have no idea why, but the female colonist turns into a male one when morphing back into its terran form, despite having it's own unit, actor, models and events for both the Zerg and Terran unit. I've had trouble with the male and female colonist being mysteriously linked before, and I have no idea what is causing this. Any help on how to fix this would be appreciated.
It doesn't really have an animation for the Zerg to Terran morph either. Is there any way I can add an egg or something which it morphs within?
I've ended up dropping the female Colonist completely.
I now have a male colonist which can change between an infected version, and a Terran form.
It still has the following problems:
1. It still seems to be adding more and more models on top of eachother. Could this be because I've simply modified the morph ability from the campaign?
2. The Terran portrait seems to be pretty much random after a morph.
3. The infected version has max 250 energy, and starts at 50. Every time it morphs it resets to 50 energy. Is there any way I can save the amount of energy it has?
@DotShadow: Go
As for the multiple models, it sounds like your either missing an event with one of the actors or you possibly have a slight error in one. Double check them. Also, is your morph set to go instantly or to take a second or two? If your using the morph ability from the campaign it's possible you've also doubled up on events since pre-made morphs come with built in events. Check the rest of the actors events that they came with, there might already be a proper set of morph events there (or even partial)
As for the portrait being random, how is it random? What are the possible outcomes?
Go to the unit which is having the energy problems. Scroll down the right side till you find: "Stats - Energy Starting Amount" Set that to whatever you want it to be.
Hope this helps. If not you can always post your map and i can try to troubleshhot like I did for Godakuma. Its just tough to trouble shoot even with it in front of me, never mind with just a description.
The problem is that there are so incredibly many events. Some of them are required for the morphing animation to display, and I'd prefer to keep it. There is a slightly delay for the morph, as the animation needs some time to play. There's also a delay for the Zerg to Terran morph, but as of right now it doesn't have any animation. The events should be the same as the ones in your "Morph to Infested Civilian"... I think. There's so much data to process that I can't even remember what I've edited.
There are several civilian portraits in the game. They're randomly selected for a civilian and/or colonist when it is created. Normally the unit doesn't morph back into its Terran form, so it was never a problem for Blizzard that there were several portraits. It is on the other hand a problem for me. I think it could be related to the events - events + stuff, but I have no idea of how to lock a specific portrait for a specific colonist. Without creating individual units for each portrait that is, but that would probably just mess up something else.
I may have explained my energy problem a bit poorly. My problem isn't setting the starting energy, I've already set that to 50. My problem is that the unit resets its energy to 50 whenever it changes form. For an example, if my infected colonist morphs into its Zerg form, and regens up to 150 energy, and then morphs back into its Terran form, and then later back to the Zerg form, I want it to start at 150 energy, and not 50 like it is doing now.
I'm a little sceptical towards uploading my map unprotected, as I had a very popular map in SC1 stolen from me. Never got any credit for it...
@DotShadow: Go
Ok, well as for the portrait (since it seems easiest, or at least simplest), like many sounds in the game a few of the models (whether units, animations, portraits, whatever) have more then one that fall under the same heading. For instance, if you go into the sound files and look you could set your sound for a specific event to be "Protoss - explosion -large" but there are actually 6 different versions of this (protoss - explosion - large1, large2, etc) this is so when multiple units play the same sound it has some variety thus sounding "right" to our ears. So you could specify just the general "large" sound and it'll pick which of the 6 to play or you could specify which of the 6 you specifically want. I'm thinking it's the same for the terran portraits. Your just going to have to find which one you want and specify it instead of just "Portrait - terran". I'm not sure where to find these files but if there are multiples (which we know to be true) they gotta be there somewhere.
As for the energy, I'm not so sure how to pull that off. My solution (if it was me) would just be to have them all start at max (but I'm lazy). Since it's essentially re-creating the unit when you swap it's also re-creating the energy it begins with. I'm sure theres an event or trigger that could be used to check current energy levels and carry that over to the new model but I haven't toyed with stats enough to get it yet. (I'm wondering how to do a similar thing with a morphing unit that "levels up" and how to keep the things added in to stay current. If I figure it out I'll get back to you but... /shrug
As for the morphing events. I'm sure theres a fix in there. There always is. But unless you screenshot the entire set of events or upload the map or give me some way to look at the problem first hand I can't really work blind.
If you want to upload a screenshot of just the events try using the "snipping" tool if you run windows. It's really fast and easy and most ppl don't even realize it comes packaged with windows. Just open your start menu and type "snip" into the search box. It'll come up. It's really self explanatory too. I understand not wanting to post a map (since I only really post maps packaged with a tutorial I really don't have your problem).
Here is the Events - Events + for the Haven Colonist (The Terran form):
http://img340.imageshack.us/img340/5683/eventseventsforhavencol.jpg
and here is the Events - Events + for the Infested Colonist(The Zerg form):
http://img714.imageshack.us/img714/4860/eventseventsforinfested.jpg
@DotShadow: Go
Holy hell thats a lot of events! Tell me, now that I've looked through them. When the models are doubling. Are they doubling as identical models or are you getting like one model and one morphing model, or 2 side by side models, etc... I'm not even sure what some of those events do but looking through it, it seems like you possibly have multiple "create" models disguised as something else. Or possibly it's doing one morph and one morph with an animation type of thing. Also, I'll keep looking but after 5 min my head started swimming from all that text, but your "destroy the old model" events might need to be made more specific... If I see something in particular I'll let you know... Just so much info to sort though.
@Auracy: Go
Yeh, it's a load of information. I didn't create most of it, which is partially why I'm having trouble.
The models are identical. They seem to perform the same actions, just out of sync. For an example, the idle animations are not the same.
I'm working on some other elements for my map as well. One of them being adding more buildings and units. I've just added the Predator for the Terrans, but I can't seem to get the cost or production time to show up no matter what I do. Any idea what's wrong?
I also seem to have forgotten how to make an upgrade a one time research only. A reminder please?
Bump. I still haven't been able to fix the morph :( Help please.
Soory, I've been incredibly busy today. I won't have much time to sift more until tomorrow.
Here's how I set up a Morph ability for my RPG, in which Raynor can switch back and forth between Commando and Sniper modes:
That's the Commando's actor. Then the Sniper has the same thing, just going the other direction. That's all I had to do, and it works perfectly. His health, energy, ability charges, and everything carry over from one mode to the other.
@dgh64: Go
That seems very nice and tidy, the problem is that I have no idea of what to remove. As you can see there's an absolutely ridiculous amount of events for my units. I'd really like to keep the morphing animation.
I'd start by removing everything that says "AbilMorph". Like you just said, there's a rediculous amount of stuff there, and the different events are probably conflicting. Once everything with AbilMorph is erased, then you can start by adding in the things I showed you. If the unit has can morph into a lot of different things, then you need one pair of events for each morph.
Adding the morphing animation is a little different, I think you just need another 2 events, one that starts the animation and one that stops it.
Ugh...
I just came back to this little project after a little break, and I still cannot get this bloody morph working correctly!
I think I'm gonna skip the whole thing now anyway, and just try to fix this through triggers and an AI player which the infected gets shared control over.