I don't know if any of you has encountered this error in game but for some units when they get killed before being revived i get this message:
USER: [ 12d2 14] Scope [Hero Unit, Unit] received invalid message CActor Msg [Abil Morph. Start].
USER: [12d2 14] Scope [Hero Unit, Unit] received invalid message CActor Msg [Abil Morph. Finish].
What does this mean? It only shows up with some units not all of them. And what happens is that the unit being revived (by triggers) comesback to game as the original unit with no game data modification (levels, custom scale, custom abilities). The unit simply gets revived as it was originally in the editor. What could be wrong. I don't see any Abil Morph no where in the unit actor. Strange.
That's why you're receiving the error. Because revive is tied to a morph. Think Kerrigan from HoTS. If you want a blank slate unit reviving in the same place, then you need to use create unit.
If your trigger is simply when your unit dies. Set up a point variable (position x of (triggering unit),position y of (triggering unit))
Then you create new unit at point(your variable) You need to add in a wait and some effects to make it look nice, but that's the jist of it.
That's why you're receiving the error. Because revive is tied to a morph. Think Kerrigan from HoTS. If you want a blank slate unit reviving in the same place, then you need to use create unit.
If your trigger is simply when your unit dies. Set up a point variable (position x of (triggering unit),position y of (triggering unit))
Then you create new unit at point(your variable) You need to add in a wait and some effects to make it look nice, but that's the jist of it.
So let me see if i get you. Are you saying that i should replace the revive action with a move unit action?
This is pretty much what i have as the activating trigger (and it works for some units) not all of them:
Trigger Name: Revival
∇ Events
Unit - Any Unit Dies
x= Variables
⇒Conditions
∇ Actions
∇ General - If (Conditions) then do (Actions) else do (Actions)
⇒ If
(Triggering player) == 1
((Unit type of (Triggering unit)) is Hero) == True
∇ Then
Unit- Revive (Trigering unit)
Unit - Move (Triggering unit) instantly to North Start Location (No Blend)
Unit - Set (Triggering unit) Life (Percent) to 100.00
Unit - Set (Triggering unit) Shields (Percent) to 100.00
Unit - Set (Triggering unit) Energy (Percent) to 100.00
Unit Selection - Select (Triggering unit) for (Owner of (Triggering unit))
Camera - Pan the camera for player (Owner of (Triggering unit)) to North Start Location over 2.0 seconds with Existing Velocity....
Macro is an actor type that allows you to supplement the events of other actors. There is a field below the event fields of actors for macros. This is simpler than having to add the same long list of events to multiple actors.
The Simple actor is for global application of certain actor events.
Check that there are none of these interfering with your actors.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Macro is an actor type that allows you to supplement the events of other actors. There is a field below the event fields of actors for macros. This is simpler than having to add the same long list of events to multiple actors.
The Simple actor is for global application of certain actor events.
Check that there are none of these interfering with your actors.
The units have this macros on, all of them:
DeadAnimationMacro
UnloadDropAnim
The strange thing is that in other maps they have no problem with the reviving trigger somehow in this map they show up with errors. Same unit, different map.
Ok. I think ive found something here. I think the issue may be involving the model that the reviving unit is using. Maybe it is that, because i have a test map and on this test map the same error appeared on just one unit of 5 ive created. But then i noticed that this unit who was showing the error was the only unit i duplicated. So maybe thats why. Maybe the trigger is sending the signal to the wrong unit because of a shared actor detail or model.
Yep, definetly...The error can be seen in the revive fields under the unit. Its triggering back to the original unit because thats the unit name that appears on the revive fields. So i shall create new units from scratch. :) Lets see how it goes.
I don't know if any of you has encountered this error in game but for some units when they get killed before being revived i get this message:
USER: [ 12d2 14] Scope [Hero Unit, Unit] received invalid message CActor Msg [Abil Morph. Start].
USER: [12d2 14] Scope [Hero Unit, Unit] received invalid message CActor Msg [Abil Morph. Finish].
What does this mean? It only shows up with some units not all of them. And what happens is that the unit being revived (by triggers) comesback to game as the original unit with no game data modification (levels, custom scale, custom abilities). The unit simply gets revived as it was originally in the editor. What could be wrong. I don't see any Abil Morph no where in the unit actor. Strange.
@JEGCPR: Go
That's why you're receiving the error. Because revive is tied to a morph. Think Kerrigan from HoTS. If you want a blank slate unit reviving in the same place, then you need to use create unit.
If your trigger is simply when your unit dies. Set up a point variable (position x of (triggering unit),position y of (triggering unit))
Then you create new unit at point(your variable) You need to add in a wait and some effects to make it look nice, but that's the jist of it.
Checked for macros?
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 let me see if i get you. Are you saying that i should replace the revive action with a move unit action?
This is pretty much what i have as the activating trigger (and it works for some units) not all of them:
Trigger Name: Revival
∇ Events
Unit - Any Unit Dies
x= Variables
⇒Conditions
∇ Actions
∇ General - If (Conditions) then do (Actions) else do (Actions)
⇒ If
(Triggering player) == 1
((Unit type of (Triggering unit)) is Hero) == True
∇ Then
Unit- Revive (Trigering unit)
Unit - Move (Triggering unit) instantly to North Start Location (No Blend)
Unit - Set (Triggering unit) Life (Percent) to 100.00
Unit - Set (Triggering unit) Shields (Percent) to 100.00
Unit - Set (Triggering unit) Energy (Percent) to 100.00
Unit Selection - Select (Triggering unit) for (Owner of (Triggering unit))
Camera - Pan the camera for player (Owner of (Triggering unit)) to North Start Location over 2.0 seconds with Existing Velocity....
Else
What about it? What is that?
@JEGCPR: Go
Using the above trigger, create local variables for any information you want to save from the dying unit.
Player= Owner of (Triggering Unit) Hero= Unit Type of (Triggering Unit) Level= Level of (Triggering Unit) EXP= Experience of (Triggering Unit)
Then, instead of reviving and moving the unit
Use create unit (Hero) for player (Player) at (North Start Location)
Set last created unit property(Level) to (Level)
Set last created unit property(Experience) to (EXP)
Select last created unit for player (Player)
Pan the camera for player (Player) to North Start Location over 2.0 seconds with Existing Velocity....
Thanks Big Don Rob. I will try this hopefully tomorrow and then ill let you know if it worked.
@JEGCPR: Go
Macro is an actor type that allows you to supplement the events of other actors. There is a field below the event fields of actors for macros. This is simpler than having to add the same long list of events to multiple actors.
The Simple actor is for global application of certain actor events.
Check that there are none of these interfering with your actors.
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
What types of variables are those? Cant find them..
The units have this macros on, all of them:
DeadAnimationMacro UnloadDropAnim
The strange thing is that in other maps they have no problem with the reviving trigger somehow in this map they show up with errors. Same unit, different map.
Integer, Unit Type, Unit Property, Unit Property
@JEGCPR: Go
They copied from a common source?
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
Ok. I think ive found something here. I think the issue may be involving the model that the reviving unit is using. Maybe it is that, because i have a test map and on this test map the same error appeared on just one unit of 5 ive created. But then i noticed that this unit who was showing the error was the only unit i duplicated. So maybe thats why. Maybe the trigger is sending the signal to the wrong unit because of a shared actor detail or model.
Does this sound familiar to you Dr.Super Evil?
It is the reason I do not dupe and only copy if I am going to check every field.
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
Yep, definetly...The error can be seen in the revive fields under the unit. Its triggering back to the original unit because thats the unit name that appears on the revive fields. So i shall create new units from scratch. :) Lets see how it goes.
Yep. You can mark this one as [SOLVED] Dr.Super Evil.
The revive type unit under the units unit tab must match same unit name.