Hey every one! :)
I ran into an visual issue recently I'd like to fix. I gave the marine the ability to harvest and the drop-off for the marine is himself. Its the same system Mineral Z uses to harvest minerals.
If interrupted while harvesting he has a huge piece of mineral hanging out of his chest. Although I like the fashion statement, it has to go.
The Answers I Need
How to change this model to something else
How to move this model to a different position
If I can place this model on the ground next to the place I'm harvesting from.
Extras
Below I have attached a image of what I'm talking about.
Please respond with a screenshot so I know what your talking about.
1. You can most likely change the art of the mineral at this model in the data editor: Carry Mineral Field Minerals
Search that and you should get the mineral crystal that appears when holding it, and all you have to do is change the "art: model"
2. Im not sure how to change the position of where the carried resoruce will be, check the SCV, Probe, or Drone actors for anything on resource carried offsets.
3. Sorry but i have no idea how you would do that...
You change the positioning of attached actors under the Host: Host Site Operations field.
If you want to remove the minerals that appear completely you go into the Carry Mineral Field Minerals actor, Event: Events field and remove every event that looks like Behavior.CarryMineralsWhatever.Start or Behavior.Carry[...].Stop
As stated above on completion of harvesting you get a buff added that the Model type actor uses as a signal to be created. It is then attached like any other model attachment (see tutorials by ProzaicMuze). As for the creating on harvest start you would need second model created when the ability starts and destroyed when the buff is added.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
You change the positioning of attached actors under the Host: Host Site Operations field.
If you want to remove the minerals that appear completely you go into the Carry Mineral Field Minerals actor, Event: Events field and remove every event that looks like Behavior.CarryMineralsWhatever.Start or Behavior.Carry[...].Stop
Rollback Post to RevisionRollBack
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Harvesting Help
My Problem
Hey every one! :)
I ran into an visual issue recently I'd like to fix. I gave the marine the ability to harvest and the drop-off for the marine is himself. Its the same system Mineral Z uses to harvest minerals.
If interrupted while harvesting he has a huge piece of mineral hanging out of his chest. Although I like the fashion statement, it has to go.
The Answers I Need
Extras
Below I have attached a image of what I'm talking about.
Please respond with a screenshot so I know what your talking about.
as i recall the model is attached due to the behavior the unit gets from mining, you could remove the behavior and it would go away.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Well I looked under both and didn't see anything model related. I've posted some images below to help refresh your memory ;)
@gamemore: Go
1. You can most likely change the art of the mineral at this model in the data editor: Carry Mineral Field Minerals
Search that and you should get the mineral crystal that appears when holding it, and all you have to do is change the "art: model"
2. Im not sure how to change the position of where the carried resoruce will be, check the SCV, Probe, or Drone actors for anything on resource carried offsets.
3. Sorry but i have no idea how you would do that...
You change the positioning of attached actors under the Host: Host Site Operations field.
If you want to remove the minerals that appear completely you go into the Carry Mineral Field Minerals actor, Event: Events field and remove every event that looks like Behavior.CarryMineralsWhatever.Start or Behavior.Carry[...].Stop
@gamemore: Go
Look at the actor Carry mineral field minerals, and it's events. Behaviors have nothing to do with how things look, always look at the actors.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
As stated above on completion of harvesting you get a buff added that the Model type actor uses as a signal to be created. It is then attached like any other model attachment (see tutorials by ProzaicMuze). As for the creating on harvest start you would need second model created when the ability starts and destroyed when the buff is added.
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
I'll be free tonight to work on this. Thanks for the quick responses. I'll post again once I try out all your ideas.
Alright I was able to remove the model using the method below. Thanks for all the help I learned a lot from this.