So if I wanted to swap the launch and impact models on a unit once an upgrade has been researched, how would I do that? I have all the requirements, validators, and the upgrade set up. I got confused when looking to the hellion for help, as it has an absolute ton of actors which I imagine aren't totally necessary. Anybody know how to set up the events in the action actor? (I assume that's where you would go)
Actually the Action actor creates Model type actors for the launch and impact effects and it is on those that you need to alter the events. An example is the firebat launch model. Just make your action actor use the custom launch model actors.
In short on the action actor alter Combat: Impact Model and Combat: Launch Model. While under the actors you set those fields to you alter the events to do your model swapping.
So I use Model Actors, ModelAnimationStyleOneShotNoOrphan, plug those into Combat: Impact Model and Combat: Launch Model fields for the action actor? Also, these are the events I used in the model actors. Does this look correct?
Actor Creation
ValidateUnit HaveUpgrade
ModelSwap NewModel
This is what I've done currently, but when the upgrade finishes I get an error saying it cannot spawn the launch actor. The impact model disappears too, though it doesn't mention an error. Does that mean I've failed somewhere along the line with creating validators/requirements?
I tried that, still getting the error. I made a blank map and redid the whole upgrade and everything, maybe when you get a chance you can check it out. It'll probably be easier and more obvious what I did wrong.
The upgrade is simply called "Better Weapon", I've added the "Siege Tank" prefix to everything related to the upgrade to make it really easy to navigate. Currently it only affects the Siege Tank Siege Mode unit. I made the effect simple, adds some damage and increases range. You'll notice it does actually apply the stat change once researched, but the launch actor fails. Research time is set to 3 seconds and no cost, so just hop in and test it on the thors.
Lastly, the actor I made is "Siege Tank Siege Mode Attack Launch", and the action actor is the regular siege tank siege mode one.
Damn it.. Okay, well I guess that won't work. I've said this many times, but some of these errors are so vague I don't know how they expect people to troubleshoot them. At any rate, I only found one other person with this issue, it was a post a few years ago by a guy looking to change the impact model with an upgrade. You told him to do this:
"Create a copy for the Action actor and under events of each find the event resulting in the creation of the action actor. Add a Term in of the Validate Unit variety. Then create two validators of the Player Requirement one with Validator - Find enabled and the other with that field disabled. Under the Validator - Value put in a requirement that has the logic of Count Upgrade x Completed. Link the correct validator to the term and then only one action actor will be created when you do not have the tech and the other will be when you do."
Would this still work? The only part I don't understand is which event is creating the action actor for Siege Tank Sieged Attack.
Meh, figured it out. Make a second Action Actor. For the first one, validate its creation with the caster unit not having the upgrade. For the second one, validate its creation with the caster unit having the upgrade. If you're still having problems I'll upload a demo map.
Edit: I just read the quote you posted from DSE and realized its exactly what I did and this post provides absolutely 0 helpful information...
For Non-Missile Action Actors the Event that should be validated should be Effect.TheDamageEffect.Start. It should have a At Caster term followed by a Create action
So if I wanted to swap the launch and impact models on a unit once an upgrade has been researched, how would I do that? I have all the requirements, validators, and the upgrade set up. I got confused when looking to the hellion for help, as it has an absolute ton of actors which I imagine aren't totally necessary. Anybody know how to set up the events in the action actor? (I assume that's where you would go)
Actually the Action actor creates Model type actors for the launch and impact effects and it is on those that you need to alter the events. An example is the firebat launch model. Just make your action actor use the custom launch model actors.
In short on the action actor alter Combat: Impact Model and Combat: Launch Model. While under the actors you set those fields to you alter the events to do your model swapping.
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 I use Model Actors, ModelAnimationStyleOneShotNoOrphan, plug those into Combat: Impact Model and Combat: Launch Model fields for the action actor? Also, these are the events I used in the model actors. Does this look correct?
Actor Creation
ValidateUnit HaveUpgrade
ModelSwap NewModel
This is what I've done currently, but when the upgrade finishes I get an error saying it cannot spawn the launch actor. The impact model disappears too, though it doesn't mention an error. Does that mean I've failed somewhere along the line with creating validators/requirements?
No, make a Model type actor and set it up how you want. Event wise you are correct.
Rather just copy the generic launch/impact model actor and alter that.
Tried the validate player term?
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
I tried that, still getting the error. I made a blank map and redid the whole upgrade and everything, maybe when you get a chance you can check it out. It'll probably be easier and more obvious what I did wrong.
The upgrade is simply called "Better Weapon", I've added the "Siege Tank" prefix to everything related to the upgrade to make it really easy to navigate. Currently it only affects the Siege Tank Siege Mode unit. I made the effect simple, adds some damage and increases range. You'll notice it does actually apply the stat change once researched, but the launch actor fails. Research time is set to 3 seconds and no cost, so just hop in and test it on the thors.
Lastly, the actor I made is "Siege Tank Siege Mode Attack Launch", and the action actor is the regular siege tank siege mode one.
Ok should definitely be validate unit but as to why it would error is beyond me.
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
Damn it.. Okay, well I guess that won't work. I've said this many times, but some of these errors are so vague I don't know how they expect people to troubleshoot them. At any rate, I only found one other person with this issue, it was a post a few years ago by a guy looking to change the impact model with an upgrade. You told him to do this:
"Create a copy for the Action actor and under events of each find the event resulting in the creation of the action actor. Add a Term in of the Validate Unit variety. Then create two validators of the Player Requirement one with Validator - Find enabled and the other with that field disabled. Under the Validator - Value put in a requirement that has the logic of Count Upgrade x Completed. Link the correct validator to the term and then only one action actor will be created when you do not have the tech and the other will be when you do."
Would this still work? The only part I don't understand is which event is creating the action actor for Siege Tank Sieged Attack.
Meh, figured it out. Make a second Action Actor. For the first one, validate its creation with the caster unit not having the upgrade. For the second one, validate its creation with the caster unit having the upgrade. If you're still having problems I'll upload a demo map.
Edit: I just read the quote you posted from DSE and realized its exactly what I did and this post provides absolutely 0 helpful information...
@Spoolofwhool: Go
If you could tell me what specific event you added the validator to that would be extremely helpful. : )
For Non-Missile Action Actors the Event that should be validated should be Effect.TheDamageEffect.Start. It should have a At Caster term followed by a Create action
Awesome, it works perfectly! The double action actor method w/ validators is definitely the way to go. Thanks so much guys.