I duplicated the Roach using the Furnace Roach model here on SC2Mapster, and everything is exactly the same except Roach is replaced with the Furnace Roach, and I added morph-eggs for the Roach to morph into it. The problem I'm having is, when I burrow the Furnace Roach it'll still play the Fidget Animation, it'll quickly unburrow, play the animation, than burrow back.
I've been trying to fix this for 4 hours tonight, to no avail...Can anyone help?
So that means it's not the Actor, but the unit? Could you explain in a little more detail?
Edit: I did have to make the Burrowed version of the unit from scratch, otherwise it would have been linked to the original Roach and it's a pain to make them not-linked...
I don't quite understand, where is this Units Tab? At the actual Unit there's a Unit Tab, but that contains nothing about animations. Under the Actor, there is no tab that says Unit.
I guess I need a screenshot of what you guys are talking about, because I can't get it. =\
When they use the various morph abilities there are events under the Unit type actors that adjust what animations play and actors are created/destroyed based on various phases of the morph ability.
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I duplicated the Roach using the Furnace Roach model here on SC2Mapster, and everything is exactly the same except Roach is replaced with the Furnace Roach, and I added morph-eggs for the Roach to morph into it. The problem I'm having is, when I burrow the Furnace Roach it'll still play the Fidget Animation, it'll quickly unburrow, play the animation, than burrow back.
I've been trying to fix this for 4 hours tonight, to no avail...Can anyone help?
Edit: The only things I could think of is
<On Terms="AbilMorph.*.Start; AbilKey BurrowDown" Send="AnimClear Fidget"/>
This is obviously not working for SOME REASON. But I tried changing both AbilKey and seeing if the Fidget animation was wrong, neither worked.
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Do I need to provide more info? I could copy the whole thing into here...
<CActorUnit id="Plogister" parent="GenericUnitBase" unitName="Plogister"> <Macros value="ZergBurrowMobileAnimMacro"/> <Macros value="ZergMediumBurrowEffects"/> <Macros value="UnloadDropAnim"/> <Macros value="TerrainSquibAnimations"/> <Macros value="PhysicsDeathsSwarmGround"/> <On Terms="UnitMovementUpdate.PlogisterBurrowed" Send="Create RoachBurrowedSplat"/> <On Terms="UnitMovementUpdate.PlogisterBurrowed.Walk" Target="RoachBurrowedSplat" Send="Destroy"/> <On Terms="Abil.attack.ReadyStart" Send="AnimGroupApply Ready"/> <On Terms="WeaponStart.SingeingSaliva.AttackStart" Send="AnimBracketStart Attack Attack"/> <On Terms="WeaponStop.SingeingSaliva.AttackStop" Send="AnimBracketStop Attack"/> <On Terms="WeaponStart.PlogisterMelee.AttackStart" Send="AnimBracketStart AttackCover Attack,Cover"/> <On Terms="WeaponStop.PlogisterMelee.AttackStop" Send="AnimBracketStop AttackCover"/> <On Terms="Abil.attack.ReadyStop" Send="AnimGroupRemove Ready"/> <On Terms="UnitBirth.PlogisterBurrowed" Send="Create"/> <On Terms="UnitBirth.PlogisterBurrowed" Send="AnimGroupApply Burrow Burrow Unburrow ClosingFull,Instant"/> <On Terms="AbilMorph.*.Start; AbilKey BurrowDown" Send="Create BurrowDownMedium"/> <On Terms="AbilMorph.*.Cancel; MorphFrom Plogister; MorphTo PlogisterBurrowed" Send="AnimClear Burrow"/> <On Terms="AbilMorph.*.Finish; MorphTo Plogister; MorphFrom PlogisterBurrowed" Send="AnimBracketStop Burrow"/> <On Terms="UnitMovementUpdate.*.Walk; AnimPlaying Birth" Send="AnimClear Birth"/> <On Terms="UnitBirth.Roach" Send="TerrainSquibActivateGroup RippleStandard"/> <On Terms="AbilMorph.*.Finish; MorphTo Plogister; MorphFrom PlogisterBurrowed" Send="TerrainSquibActivateGroup RippleStandard"/> <On Terms="AbilMorph.*.Finish; MorphTo PlogisterBurrowed; MorphFrom Plogister" Send="TerrainSquibDeactivate"/> <On Terms="UnitHeightUpdate.*.Land" Send="Create Roach_Land"/> <On Terms="AbilMorph.*.Finish; MorphTo Plogister; MorphFrom PlogisterEgg" Send="Create"/> <On Terms="AbilMorph.*.Finish; MorphTo Plogister; MorphFrom PlogisterEgg" Send="AnimBaselineStop"/> <On Terms="AbilMorph.*.Finish; MorphTo Plogister; MorphFrom PlogisterEgg" Send="$Birth 0 0.000000 -1.000000 0.000000"/> <On Terms="AnimDone; AnimName Birth" Send="AnimBaselineStart"/> <On Terms="AbilMorph.*.Start; AbilKey BurrowDown" Send="AnimClear Fidget"/> <DeathArray index="Normal" ModelLink="RoachDeath" SoundLink="Roach_Explode"/> <DeathArray index="Disintegrate" ModelLink="RoachDeathAcid" SoundLink="Uni_DeathFXAcid"/> <DeathArray index="Fire" ModelLink="RoachDeathFire" SoundLink="Uni_DeathFXFire"/> <DeathCustoms ModelLink="RoachDeathRagdoll" Name="RagdollBasic"> <BodySquibs Name="BloodReduced"/> </DeathCustoms> <DeathCustoms Name="RagdollSiegeTank" InheritsFrom="RagdollBasic"/> <DeathCustoms Name="RagdollNuke" InheritsFrom="RagdollBasic"> <BodySquibs Name="Fire"/> </DeathCustoms> <DeathCustoms Name="RagdollFire" InheritsFrom="RagdollBasic"> <BodySquibs Name="Fire"/> </DeathCustoms> <DeathCustoms Name="RagdollAcid" InheritsFrom="RagdollBasic"> <BodySquibs Name="Acid"/> </DeathCustoms> <DeathCustoms Name="RagdollBaneling" InheritsFrom="RagdollBasic"> <BodySquibs Name="Acid"/> </DeathCustoms> <DeathCustoms Name="RagdollUltraUnburrow" InheritsFrom="RagdollBasic"/> <DeathCustoms Name="RagdollOverkillDPRH" InheritsFrom="RagdollBasic"/> <DeathCustoms Name="RagdollOverkillDOI" InheritsFrom="RagdollBasic"/> <DeathCustoms Name="RagdollMidair" InheritsFrom="RagdollBasic"/> <DeathActorModel value="UnitDeathModelWithDeathMotionGround"/> <PortraitModel value="PlogisterPortrait"/> <TerrainSquibs> <GroupName value="RippleStandard"/> <MovementDistance value="0.150000,0.150000"/> <IdlePeriod value="0.100000,0.250000"/> <RangeUp value="1.000000"/> <RangeDown value="1.000000"/> <AttachQuery Methods="AMFilterCenter"/> <Visuals TerrainPhysicsMaterial="Water" ActorModel="TerrainSquibHarnessContinuous" ModelLink="WaterRippleLarge"/> </TerrainSquibs> <WalkAnimMoveSpeed value="2.25"/> <BarOffset value="55"/> <GroupIcon> <Image value="Assets\Textures\Wireframe-Zerg-Roach.dds"/> </GroupIcon> <HeroIcon value="Assets\Textures\btn-unit-zerg-roach.dds"/> <LifeArmorIcon value="Assets\Textures\btn-upgrade-zerg-groundcarapace-level0.dds"/> <SoundArray index="Ready" value="Roach_Ready"/> <SoundArray index="What" value="Roach_What"/> <SoundArray index="Yes" value="Roach_Yes"/> <SoundArray index="Attack" value="Roach_Attack"/> <SoundArray index="Pissed" value="Roach_Pissed"/> <SoundArray index="Movement" value="zRoach_moveLoop"/> <UnitIcon value="Assets\Textures\btn-unit-zerg-phlogisterroach.dds"/> <Wireframe> <Image value="Assets\Textures\Wireframe-Zerg-Roach.dds"/> </Wireframe> </CActorUnit>
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Under the Units data type are some fields that determine when a unit plays the fidget animation.
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
So that means it's not the Actor, but the unit? Could you explain in a little more detail?
Edit: I did have to make the Burrowed version of the unit from scratch, otherwise it would have been linked to the original Roach and it's a pain to make them not-linked...
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Go to Fidget+ in the unit tab. Set "Animation" and "Turn" to 0. Set "Idle" to 100.
@TyaStarcraft: Go
I don't quite understand, where is this Units Tab? At the actual Unit there's a Unit Tab, but that contains nothing about animations. Under the Actor, there is no tab that says Unit.
I guess I need a screenshot of what you guys are talking about, because I can't get it. =\
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Under the Units data type (where you set the move speed, abilities and life of the unit) there is a field called UI: Fidget - Chance Array.
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
There we go! Thank you very much. =)
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Okay, if it's not too much trouble I am having one more issue.
When a Burrowed Roach morphs into my new unit, the unit will spawn normally except that it appears to be burrowed, but it's not...
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Make sure the actors for both units contain the proper events for morphing actors. Check the CC, Warp Prism and other morphers.
Not quite sure what you mean, the normal Roach functions fine. It doesn't appear Burrowed.
I checked through a lot of morphing units, Zergling->Baneling, Hydralisk->Lurker. I cannot figure out what the issue is...
I'll check CC, though.
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Still nothing to help me out with this one...
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When they use the various morph abilities there are events under the Unit type actors that adjust what animations play and actors are created/destroyed based on various phases of the morph ability.
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