I'm new to the site, and have found ridiculous amounts of help from it. I have encountered a problem though that doesn't seem to be addressed anywhere on the net that I can locate. It's not critical to my map, but I have several building that can upgrade. Some use the same model in the upgrade as the lower version, and I don't have an issue with those.
However, when upgrading a building in which the model changes (Engineering Bay to Armory, as one example), the engineering bay model will rotate about halfway through the upgrade process. The morph finishes fine and the actors all operate properly, so its just an aesthetic issue I would like to correct if possible.
@ nevjmac: I will get something up soon to better explain.
@ DrSuperEvil: I'll be honest: I've only just begun working with them. Just did the Uberlisk tut tonight, and while I did get it to work on the first try (yay me!), I'm going to have to study it more to understand SOp's. I will give that a try though.
@AluCardvanHellsing: I don't think a trigger will work in the middle of the morph process, will it? I'm still a noob at this stuff really, so I'm not sure of much... yet :)
Update: So, I have tried the method of holding rotation listed in this post, however it didn't work. I was able to get the new temp actor to instance at the begin of the morph process, but it also has the same issue for some reason....
I wonder, would it work if I made the upgrade model the same as the originating model, and then changed the model through events after the morph finishes?... Hmm... I will have to try this....
Thanks for your quick reply. I did duplicate the same ability and applied it. Same resulting behavior. I also tried setting the flag "stop movement", obviously without results.
inside the morph ability itself there is the info + field where you can it into armory. in the info - durations. The facing field, change that to the length of your moprh, I beleive it is set to 5 now
I'm new to the site, and have found ridiculous amounts of help from it. I have encountered a problem though that doesn't seem to be addressed anywhere on the net that I can locate. It's not critical to my map, but I have several building that can upgrade. Some use the same model in the upgrade as the lower version, and I don't have an issue with those.
However, when upgrading a building in which the model changes (Engineering Bay to Armory, as one example), the engineering bay model will rotate about halfway through the upgrade process. The morph finishes fine and the actors all operate properly, so its just an aesthetic issue I would like to correct if possible.
Thanks in advance.
edit: Link to video of the issue:
@Snappybean: Go
No one eh? Well, I'll bump it once and hope for the best.
I've thought about it but stumped as to how its happening, any chance of a video or a few screenshots as its happening?
You tried a SOp to hold the actor rotation?
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
@ nevjmac: I will get something up soon to better explain.
@ DrSuperEvil: I'll be honest: I've only just begun working with them. Just did the Uberlisk tut tonight, and while I did get it to work on the first try (yay me!), I'm going to have to study it more to understand SOp's. I will give that a try though.
Thanks both for your repsonses.
isnt it possible just to make an triigeer if unit is createt or morphed face angle to bla bla
@AluCardvanHellsing: Go
@AluCardvanHellsing: I don't think a trigger will work in the middle of the morph process, will it? I'm still a noob at this stuff really, so I'm not sure of much... yet :)
@DrSuperEvil: Go
Update: So, I have tried the method of holding rotation listed in this post, however it didn't work. I was able to get the new temp actor to instance at the begin of the morph process, but it also has the same issue for some reason....
I wonder, would it work if I made the upgrade model the same as the originating model, and then changed the model through events after the morph finishes?... Hmm... I will have to try this....
hmmm that is interesting, what have you copied the morph off of? or have you created it from scratch yourself
@nevjmac: Go
I copied the morph from the morph to greater spire ability.
edit: following onetwo's tutorial on advanced td's.
@Snappybean: Go
try something for me, try duplicating the ability again and going through the steps to set it up again, and see if that changes anything
@nevjmac: Go
Thanks for your quick reply. I did duplicate the same ability and applied it. Same resulting behavior. I also tried setting the flag "stop movement", obviously without results.
@Snappybean: Go
inside the morph ability itself there is the info + field where you can it into armory. in the info - durations. The facing field, change that to the length of your moprh, I beleive it is set to 5 now
@nevjmac: Go
You, sir, are not only a gentleman and a scholar, but deserving of a nobel prize. Thank you so much. Problem resolved.
@Snappybean: Go
no problem :) good luck with your project ;)