So I have been getting some really strange errors trying to make sure my map works with the new crap they come out w/, I just plain don't know what to make of these 2 messages though....... Any ideas?
The first one happens when a unit is supposed to play a brief graphic to show it is going to charge, using a model of sorts I think.
The second one I have no idea why that is happening, all it really does is periodically search and fire a missile randomly at nearby enemies, no idea how attachment points got involved or how to remedy this....
So first issue is fixed, it somehow put in an Action Impact Physics upon the effect stop event, which I never put in. That cleared it up completely.
As to the second issue, it still continues to give me, issues... I could get rid of the message by setting impact site ops to (none), but then this would cause the ability missile to keep flying a few yards out half the time before exploding back at the unit, looks tacky as hell. So I then tried to use the hardpoint as the target ops since every unit is supposed to have one, but then it complained about the CActorOpAttachVolume. I then tried getting rid of that only to get explosions/hits being totally off again.
Any ideas on this, should just be a simple missile hit/explode happening, but getting all this instead thanks to the beta editor... I even looked at some similar actors (BC yamato gun) only to find they were identical...
So I got them to work finally, I'm not sure what I was doing wrong last night, or perhaps just the fact I was tired as hell at the time, but I got it going correctly this time. The solution? Oh, copy/pasting the impact site ops from the yamato gun... Thank you for that.
However I have stumbled across another problem I thought I fixed, but apparently didn't. Basically, I am having issues with attacks animating properly when meleeing. This needs more details to be addressed obviously. First of all, the unit I wish to animate attacks for is a triwielder. So he could be using 1 3her, 1 2her and 1 1her, 3 1hers, you get the idea. It is likely he will have access to about 30-40 weapons at least.
So what happens is he attacks fine the first attack, but then he decides to be rather indolent, playing NO attack animations for all attacks after that. Sounds still happen, damage still happens, but otherwise nada. I thought it might be because the backswing/damage points were too small, but even after setting those to larger values, nothing. He is an infested colonist model variation 01 done by using a modelswap event if that makes any difference. I have had similar issues with the mutalisk, but I figure that is from him being designed around missile attacks only so he doesn't appreciate melee weapons so much.
Did not have this issue until switching over to beta, any ideas?
Edit: Okay so I fixed the infested colonist, apparently he had a WeaponStart.*.AttackStart, but did not have a WeaponStop, thus the single attack then nothing ever again. I am still a bit confused on what to do about the mutalisk though. He has access to some ranged weapons, and some melee, and the mutalisk is actually a hydralisk... I converted a hydralisk AI to a mutalisk model so it would line up more with the class name, Imp. I'm really not too sure what to do with some of this actor stuff, especially the base models, ideally it would be nice if he had some kind of attack for melee types, and a different setup for ranged, but I could live with it being all ranged looking as long as it does something. I just don't want animationless attacks going on.
So I have been getting some really strange errors trying to make sure my map works with the new crap they come out w/, I just plain don't know what to make of these 2 messages though....... Any ideas?
The first one happens when a unit is supposed to play a brief graphic to show it is going to charge, using a model of sorts I think.
The second one I have no idea why that is happening, all it really does is periodically search and fire a missile randomly at nearby enemies, no idea how attachment points got involved or how to remedy this....
First one says your Action actor is playing up probably by trying to create itself too many times at once.
The second one is saying you are trying to force it to impact on an attachment point the model does not have.
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
So first issue is fixed, it somehow put in an Action Impact Physics upon the effect stop event, which I never put in. That cleared it up completely.
As to the second issue, it still continues to give me, issues... I could get rid of the message by setting impact site ops to (none), but then this would cause the ability missile to keep flying a few yards out half the time before exploding back at the unit, looks tacky as hell. So I then tried to use the hardpoint as the target ops since every unit is supposed to have one, but then it complained about the CActorOpAttachVolume. I then tried getting rid of that only to get explosions/hits being totally off again.
Any ideas on this, should just be a simple missile hit/explode happening, but getting all this instead thanks to the beta editor... I even looked at some similar actors (BC yamato gun) only to find they were identical...
You tried the default impact SOps? The attach harness and attach volume standard? Remember the order of SOps is important.
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
So I got them to work finally, I'm not sure what I was doing wrong last night, or perhaps just the fact I was tired as hell at the time, but I got it going correctly this time. The solution? Oh, copy/pasting the impact site ops from the yamato gun... Thank you for that.
However I have stumbled across another problem I thought I fixed, but apparently didn't. Basically, I am having issues with attacks animating properly when meleeing. This needs more details to be addressed obviously. First of all, the unit I wish to animate attacks for is a triwielder. So he could be using 1 3her, 1 2her and 1 1her, 3 1hers, you get the idea. It is likely he will have access to about 30-40 weapons at least.
So what happens is he attacks fine the first attack, but then he decides to be rather indolent, playing NO attack animations for all attacks after that. Sounds still happen, damage still happens, but otherwise nada. I thought it might be because the backswing/damage points were too small, but even after setting those to larger values, nothing. He is an infested colonist model variation 01 done by using a modelswap event if that makes any difference. I have had similar issues with the mutalisk, but I figure that is from him being designed around missile attacks only so he doesn't appreciate melee weapons so much.
Did not have this issue until switching over to beta, any ideas?
Edit: Okay so I fixed the infested colonist, apparently he had a WeaponStart.*.AttackStart, but did not have a WeaponStop, thus the single attack then nothing ever again. I am still a bit confused on what to do about the mutalisk though. He has access to some ranged weapons, and some melee, and the mutalisk is actually a hydralisk... I converted a hydralisk AI to a mutalisk model so it would line up more with the class name, Imp. I'm really not too sure what to do with some of this actor stuff, especially the base models, ideally it would be nice if he had some kind of attack for melee types, and a different setup for ranged, but I could live with it being all ranged looking as long as it does something. I just don't want animationless attacks going on.