Alright, so I have a pretty good understanding of the editor but I am having some trouble setting this up.
I am trying to use the old 'Thor Build' and 'Thor Birth' models in the editor. I can't seem to figure out how to make it so that when an SCV is ordered to build a Thor (Now Odin), it uses the 'Thor Build' model during the building process, and then once it is done building the 'Thor Build' model it transitions to the 'Thor Birth' model and plays its birth animation. Once that animation is done it has to transition into the actual unit itself (The Odin). For this do I have to make the 'Thor Build' model a building? Then use some kind of triggers to transition it into the 'Thor Birth' and 'Odin' models?
I also wonder if its possible to just extract all three models (Thor Birth, Thor Build, and Odin) and somehow combine all three models. Is that possible? If so that may also solve the texture issue.
@Dardanos_Of_Fate: Go Check how it's done for terran structures. Basically it creates the build actor when construction starts, and destroys it when its cancelled of finished. You don't need to make it a building, just make it a model type actor.
If the texture can be fixed that easily it can also be done via TextureSelectById. If the other models use a different UV layout than the Odin you're screwed even if you use a 3D model editor.
The regular build animations use Progress actors to set several stages for the construction model. ThorBuild doesn't have this stage structure, it's one long animation. The simplest solution would probably be ModelSwap events on the main Unit actor:
Awesome! I had a feeling I would need to modify the events. The only problem I'm having is that it isn't playing the animations. When I order the SCV to build the unit, it places the 'Thor Build' model, but doesn't play its animation. I wait the 320.00 seconds its suppose to take for the animation to fully play and then it just swaps straight into the Odin unit, bypassing the 'Thor Birth' model entirely. Hopefully my picture attaches showing what I have so far. Thanks!
Is that "Birth" string in the AnimPlay event the name you assigned the animation or the actual animation property? The assigned name is only an internal reference, you have to assign an animation property to tell the model which animation it should play. Thus the line usually reads "AnimPlay Birth Birth".
OOOH! Yes, alright now I see. I was working on this at 01:00 this morning so I didn't even notice that section :-p But now everything is working perfectly. Thank you so much for your help :3
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Alright, so I have a pretty good understanding of the editor but I am having some trouble setting this up.
I am trying to use the old 'Thor Build' and 'Thor Birth' models in the editor. I can't seem to figure out how to make it so that when an SCV is ordered to build a Thor (Now Odin), it uses the 'Thor Build' model during the building process, and then once it is done building the 'Thor Build' model it transitions to the 'Thor Birth' model and plays its birth animation. Once that animation is done it has to transition into the actual unit itself (The Odin). For this do I have to make the 'Thor Build' model a building? Then use some kind of triggers to transition it into the 'Thor Birth' and 'Odin' models?
I also wonder if its possible to just extract all three models (Thor Birth, Thor Build, and Odin) and somehow combine all three models. Is that possible? If so that may also solve the texture issue.
Anyway, any help is appreciated.
@Dardanos_Of_Fate: Go Check how it's done for terran structures. Basically it creates the build actor when construction starts, and destroys it when its cancelled of finished. You don't need to make it a building, just make it a model type actor.
If the texture can be fixed that easily it can also be done via TextureSelectById. If the other models use a different UV layout than the Odin you're screwed even if you use a 3D model editor.
The regular build animations use Progress actors to set several stages for the construction model. ThorBuild doesn't have this stage structure, it's one long animation. The simplest solution would probably be ModelSwap events on the main Unit actor:
Along with animation events to play the animations, using the same triggers as the ModelSwaps.
Awesome! I had a feeling I would need to modify the events. The only problem I'm having is that it isn't playing the animations. When I order the SCV to build the unit, it places the 'Thor Build' model, but doesn't play its animation. I wait the 320.00 seconds its suppose to take for the animation to fully play and then it just swaps straight into the Odin unit, bypassing the 'Thor Birth' model entirely. Hopefully my picture attaches showing what I have so far. Thanks!
Is that "Birth" string in the AnimPlay event the name you assigned the animation or the actual animation property? The assigned name is only an internal reference, you have to assign an animation property to tell the model which animation it should play. Thus the line usually reads "AnimPlay Birth Birth".
OOOH! Yes, alright now I see. I was working on this at 01:00 this morning so I didn't even notice that section :-p But now everything is working perfectly. Thank you so much for your help :3