I'm trying to make a Protoss building construct as it was a Terran building. I already have the construction attachment set up, only the Protoss building instantly spawns at the beginning of the construction, with the construction attachment clipping through.
The build ability is linked up with the Terran Construction progress actor. Any structure build with a Terran model works fine. I'm assuming that Protoss models do not have some animations that Terran models have, so therefore spawning instantly and doing nothing.
I would like that the building remains underground for 2/3 of the constructions (so the attachment is already somewhat constructed), and then it comes out of the ground and sits for the remaining 1/3. It would be similar to how a Terran building builds.
I've seen the exact result done in other maps, only I can't open them to see how it's done. I just don't know where to start looking.
The structure has the 'Build in Progress', Buildable ability.
However, I'm not so familiar with tricks in the data editor, I don't understand how I would go about doing what you suggested. I would like to find some more info on it.
I think a scaling version of the animation would do fine also, just not the instant completion.
You use a 0 opacity marine that is offset below ground and use the Set Scale event action to change the size of it on the z axis. You then host your visuals of interest as an attachment on the overhead position. As the marine adjusts scale your visual gets moved height wise.
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With this constructed terran structures go through colour changes as building progresses. Seems you need to use the an animation in the Actor: Stages - Animation properties field else it just skips through phases regardless of the current progress. Just use stand and it should be fine.
Ah I seem to get something happening now. The target ::Main is what I was missing I suppose.
I also noticed that normal buildings will cycle through the colors normally, but the other building skips them all and goes straight to blue. I assume it depends on whether or not the building has the animation for each stage, of not, then skipping the stage.
So on my other progress actor I filled in a stand animation for each stage, and seems to be responding at the right time. Only I'm now getting an error/warning saying: Sequential looping animations detected: Stand; Stand. at every stage transition. I've tried alternating the stage animations with Stand-Default or Stand-Ignore, but they all give the same warning.
I'm trying to make a Protoss building construct as it was a Terran building. I already have the construction attachment set up, only the Protoss building instantly spawns at the beginning of the construction, with the construction attachment clipping through.
The build ability is linked up with the Terran Construction progress actor. Any structure build with a Terran model works fine. I'm assuming that Protoss models do not have some animations that Terran models have, so therefore spawning instantly and doing nothing.
I would like that the building remains underground for 2/3 of the constructions (so the attachment is already somewhat constructed), and then it comes out of the ground and sits for the remaining 1/3. It would be similar to how a Terran building builds.
I've seen the exact result done in other maps, only I can't open them to see how it's done. I just don't know where to start looking.
Does the built unit have the Buildable ability?
Probably would need an invisible marine as a stick that changes scale based on progression to move your actor.
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
The structure has the 'Build in Progress', Buildable ability.
However, I'm not so familiar with tricks in the data editor, I don't understand how I would go about doing what you suggested. I would like to find some more info on it.
I think a scaling version of the animation would do fine also, just not the instant completion.
You use a 0 opacity marine that is offset below ground and use the Set Scale event action to change the size of it on the z axis. You then host your visuals of interest as an attachment on the overhead position. As the marine adjusts scale your visual gets moved height wise.
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
And how would I go about detecting whether or not the construction is 2/3 of completion? Or maybe any other fraction.
Create a Progress type actor that uses Progress Level events and Level terms that send signals to your other stuff.
The number of fractions is dependent on the number of index values in the Actor: Stages fields of the Progress actor.
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
Well I've been banging my head trying to get it to work, but couldn't get any event triggers from the progress level.
Maybe can you create a demo for me to look into?
Otherwise I'll post what I have in the near future.
I will see if I can tomorrow.
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
Here is some XML.
<CActorProgress id="TerranConstruction">
<On Terms="ProgressLevel.TerranConstruction.Stop; Level 1" Target="::Main" Send="SetTintColor 255,0,0"/>
<On Terms="ProgressLevel.TerranConstruction.Stop; Level 2" Target="::Main" Send="SetTintColor 255,128,0"/>
<On Terms="ProgressLevel.TerranConstruction.Stop; Level 3" Target="::Main" Send="SetTintColor 255,255,0"/>
<On Terms="ProgressLevel.TerranConstruction.Stop; Level 4" Target="::Main" Send="SetTintColor 0,255,0"/>
<On Terms="ProgressLevel.TerranConstruction.Stop; Level 5" Target="::Main" Send="SetTintColor 0,0,255"/>
<On Terms="ProgressLevel.TerranConstruction.Stop; Level 6" Target="::Main" Send="SetTintColor 255,0,255"/>
</CActorProgress>
With this constructed terran structures go through colour changes as building progresses. Seems you need to use the an animation in the Actor: Stages - Animation properties field else it just skips through phases regardless of the current progress. Just use stand and it should be fine.
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
Ah I seem to get something happening now. The target ::Main is what I was missing I suppose.
I also noticed that normal buildings will cycle through the colors normally, but the other building skips them all and goes straight to blue. I assume it depends on whether or not the building has the animation for each stage, of not, then skipping the stage.
So on my other progress actor I filled in a stand animation for each stage, and seems to be responding at the right time. Only I'm now getting an error/warning saying: Sequential looping animations detected: Stand; Stand. at every stage transition. I've tried alternating the stage animations with Stand-Default or Stand-Ignore, but they all give the same warning.
Any clue how I can fix this up?
Tried throwing in variation 01 and 02? Does your model not have two animations you could alternate between?
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