So most of the mod I've been working on is done at the time, but there is still quite bit left to do and I have a time frame of about 1 month or so to before I need to get especially busy with important stuff irl again. I've learned a lot and figured out just about everything I need in order to get this mod done except for the following:
1. I've been trying to figure out if its possible to create a new type of creep with a new texture. So far I have not seen much information on this suggesting that it is possible, but if it is then I would like to give it a try.
2. How would one go about creating malignant creep? I've seen this done in mods before so I know this has to be possible somehow. I tried adding the behavior "Malignant Creep" to "Creep Tumor Queen". It did not seem to work. My suspicion is that I am lacking some sort of damage effect for it, but I am unsure how it would be set up or if certain actors maybe needed, or maybe I am way off. I also wanted to make a different type of creep that increases the health of zerg structures.
3. I wanted to know how to create area of effect weapons. When I searched up tutorials, I only found a handful of tutorials and they did not go into this type of weapon. Specifically I want to have weather effects in game that can give buffs to certain units standing within them and harm others. Some Examples:
I want the gas from this turret to cause harm to biological units.
The void gases to harm enemies. This one might actually already work. I need to recheck.
The Nanite Turret, I want to have it heal buildings and mechanical units as well as be able to burrow similar to the gas turret. If it can't or thats too complicated too do though, I am not worried about it.
And I want to be able to create weather effects such as fog that spread and give certain buffs or debuffs to certain players. I've been trying to familiarize myself with how effects and behaviors work, but its still very new to me.
4. Adding a Command Center Reactor. I want to add this as default to all command centers for the mod. Not something that needs to be upgraded to.
and I made an attempt to do exactly this, but here is my result:
What I did was I created 2 unit actors. One with the command center reactor simply for the sake of attaching it to the command center. Thing is that 2 health bars show up, it does not look right like the one in campaign, has no animation and morphing animations get buggy. I want it to remain though when transitioning to orbital command and fortress. I am getting better at least. A while ago I would not have even been able to come up with this.
5. How to get the Adun Generator to show up like seen here:
What I would like is to be able to use this as a protoss structure, but it looks like the only way to trigger its animation like this is by some sort of actor command. It does not show up in the model files like this. By Default it looks like this:
And yea. This is much more boring. Despite all this, its not super important that I get this model working as a mainstream structure. If I can't get it working then its fine, but it would be nice.
If I can get all of these issues figured out, then its just a matter of getting all the remaining work on the mod done. I'll be sure to credit anyone who helps out with this as the are the more complex issues, I've been putting off for a while and have been struggling to figure out. I'd be greatly appreciative for anyone who can help figure out these issues as I've spent weeks trying to figure out some of these issues.
1. The game only supports one type of creep with the texture set under the Terrain Types data type. Creep might be able to be simulated using a Splat model as a Model actor and then validating placement relative to distance from the "creep source" units.
2. Check the requirements of the behaviour applied. If this site still supported SC2 maps I would point to my infected creep demo map. Just use an aura from the creep source unit that has a Model type actor that uses a splat model to represent the creep. Again the creep growth/decay would not be supported.
3. For AOE weapons just use a Damage effect with splash like the siege tank weapon. Else use a Search Area effect that then does your other stuff. For weather effects use triggers to apply an effect at a point and use a Create Persistent effect that uses a periodic Search Area effect. With the gas a periodic damage effect would be enough if you set the splash filters to biological as required. With the nanite turret give it an autocast ability with a 360 degree arc that channels a Create Healer effect. The burrowing is a Morph ability and you will need to look at your tower model in the cutscene editor to see if it has the right animation. My advice is to read the tutorial on making a healing well. Else look at the mothership cloaking field.
4. So you are modifying the Queue ability of the command centre to have 2 production slots? Why not just change the Art: Model field of the command centre Unit actor?
5. If the model lacks the correct animation then it probably is using an .m3a file to give it the animations. Use the actor events under the Unit actor to play the correct animation using the Animation Bracket Start action probably under an Actor Creation event
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
1. Ah. That is ashame, but workable actually I think. The splat model Idea may work just fine as it could be good to have some variation between different types of buffing terran, but this ruins the idea of having blood red creep for the Amon's Brood Zerg that I intended to have in the mod.
2. I think that I removed all the requirements. One thing I was noticing is that the behavior does not have any effects applied to it. This picture is a layout of the behavior. Maybe you might have an idea of what could get it working?
I did some searching and found a link to your old infected creep demo, but it is not working anymore. Maybe you can post a new one? This being said, I cannot help, but feel there is a way to get malignant creep working within the way the editor is setup as of right now. I know that there is malignant creep in for Kerrigan in co-op. It would be a huge letdown if the creep can be malignant, but not grow and spread. What if I set up some sort of validator that checked if a player was on creep or not, then applied some sort of damage effect to them?
Edit: Ah wait a minute. I see problem with that current idea. Previously I thought that if you just duplicated the creep tumor, it would spread a different type of creep associated with the new tumor, but it won't. This still doesn't mean I can't have malignant creep as a global upgrade for both factions possibly. Trying to think. Okay how about this. What if I simply created some sort of persistent damage effect that cause damage whenever a unit is within the presence of the new creep tumor unit(similar to what I was trying to do with the gas turret and void gasses)? Maybe its set up so the damage has a range around where the creep would be growing. Going to also try out that splat model idea you suggested. I am not sure which would work out the best yet though.
4. This is what the Command Center Reactor Looks like in the editor:
It does not show up attached to the command center. I wonder if I should have used some sort of SOP actor for this instead. I want it to be attached like it is in campaign and have the proper animations. Now you mentioned at tip 5 about the Animation Bracket start. I wonder if that could work for this one.
3 and 5 I am going to give a try right now.
Edit:
In regards to 5. Here is what I did:
No change occurred when, I did this, but I you did say that it needed to go under actor creation, so I wonder if you did not mean to create an entire event. The only other actor creation events I see in this actor deal with creep. I also tried creating an entirely new unit copied from a pylon, but with the model this one uses and nothing happened. This is an actor that I noticed which seems to be what triggers the original one to work called Adun Temple Generator Doodad Work.
Edit: I got the gas turret working perfectly now, but the nanite turret I am running into an issue with. Its working and applying the buff, but the buff remains permanently even when moving out of range of the nanite turret. How can I get the buff to be removed when moving out of range? As for the animation where I mentioned that I wanted the nanite turret to burrow like the gas turret. Its possible that a similar animation as the gas turret can be used for it I think. They look very closely alike.
Edit: Oh hell yes! I managed to solve the issue about the command center simply by adding:
Unitbirth.Command Center
Create:CommandCenterReactor
The animations even are working properly. I already know how to add extra scvs to production so this aspect is pretty just only a matter of time before its complete now.
So I simply repeated that exact event and everything in it, in the custom version of the model I meant to use the structure for in originally. Worked like a charm. Still needs a death animation, but I am aware how those are done. Heck if I keep improving at this, I might yet be able to solve those complex hydralisk den morphs. So currently as it stands, I still need some help with 2 and 4.
1. only one creep per map although you could have a systematically increasing area to represent growth but it is not quite the same level of artwork since creep has borders.
2. Sadly the picture is very small when it comes to text so I cannot read it. This your buff emitter behaviour or your buff applied to the units in the aura? Sadly since Curse "updated" the site all .SC2Map files are broken and are not supported. PM me your email and I will send you the demo map along with any other of my data asset demo maps you request.
Malignant creep yes but not as part of an orthogonal creep. Check the Behavior: Requirements field of the Buff behaviour used.
So some Buff behaviour on all units that uses the On Creep validator to disable it? Like Malignant Creep has when the upgrade for the requirement is researched? So something in the Combat: Modification - Damage Dealt (Scaled) field?
4. Ok I am confused. You want the Protoss crystal thingy as an attachment to the command centre? Most campaign techs (especially actors) are linked to an upgrade so most actors use the Upgrade event. With the pic which actor is that?
I did mean to create an entire event but you had some protoss model and not the terran command centre tech reactor so it is relating to a different question. Maybe explain exactly what actor events you changed from your pylon copy Unit actor?
With the aura buff you need to give it a duration barely longer than the period for application so the buff runs out when out of range.
What is the animation name that you want for the "burrow" animation?
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
1. Np. If it can only, be one, then it can only be one. However I am going to explore some ways to possible invent a new type of creep. Let me ask a question though. What exactly is it that causes the creep? Not talking about the creep tumor. I am talking about what causes the texture to appear in such a way in does and slowly have more of it revealed. Figuring this out could be key to making a creep replica.
2. Let me get back to you about this. I am testing a few things in this regards out right now.
4. Ah darn it! Duration. That must have been what I missed when I was watching the healing well tutorial. The nanite turret is working as intended right now. Btw I meant to say 3 and not 4. The protoss crystal generator is working just fine right now. Needs a death animation and sounds, but I am already aware of how to add those. Right now the issue is that the Nanite turret is applying the buff, but it remains permanently even when the unit walks away from the. About the Command Center Reactor. It was just "Command Center Reactor" as the actor. Says its a model addition type actor. For the mod I am creating though, I wanted players to start with it so its might be fine this way. Now the one thing left to do with the nanite turret that I am not certain how to do is getting it to burrow. I am still very confused about what all the buttons do in the cutscene editor. How do I go about finding out which model the burrow animation is technically called in the editor? Maybe its already listed in the models section.
1. There is a Creep Source behaviour that generates it using a footprint. The visual properties are done using the Terrain Types data type and the decay properties are set under Gameplay Data. It is highly integrated into the game engine so making a duplicate that does not lag like mad would be a challenge. The Hive Keeper map did something similar to a creep simulation if I recall.
4. Auras work by the applying buff having a period just shorter than the duration of the second buff it applies so that there is not intermittent loss of buff but as soon as the unit leaves the aura radius it loses the second buff. 0.54 seconds is what the mothership uses.
With the cutscenes editor under the View menu make sure the Show Panes>Timeline is enabled. That should show a red and bluw bar at the bottom of the screen. Right click the blue part and select Change Animation to change what animation the model is showing in the cutscenes editor. Once you have found out if your model has the animation you want you then need to use the name of that animation for your actor events. In the case of burrow you want an Ability Morph event to apply the animation bracket.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
1. Good to know. I am going to come back to the creep related tasks at hand since I want to give it my full undivided attention. As of right now I am getting some of the stuff you taught me applied to other issues at hand. Also I realized I forget to answer one of your questions from earlier. I did check the requirements on the malignant creep. All had been removed, but it still was not working.
4. I am going to give this a try. After looking up this I found it does have the necessary animations for something like this.
I have another round of questions as well. I was going to post a new thread about it, but realized it wouldn't be necessary. I can post it here. Thank you for all the help so far. This helping save A Lot of time and hassle. I am feeling more confident about getting this mod done within the month. I am going to start with some of the simpler questions then about some of the remaining issues that I am still puzzled by. As follows:
Simpler Issues:
1. Animation Term Questions: Under animation play events I see a list like this:
Edit: Well I figured out some of this. I realized that these are animation layer names and learning this has just helped me a huge deal.
I basically wanted a general idea about what some of these mean. There is a lot of them of course, but it would be good to know the most used ones and important ones. Another question is, how do I know when to use some of these? I seen some like BSM and spell type that had me confused.
2. Issue with models after SOP Local offset: Now I have gotten SOP local offset actors working on many things in my mod. I now realize how simple it is. Problem is that the offset remains the same when I am using the same model as a placement mode. In some situations which I am using SOP offsets the construction is offset as well and I don't want that to happen. How can I used SOP offsets to correct the position of a model without affecting the placement, or in some situations how can I get it to work for the placement as well? For all the situations I am currently using them for, I don't want it happening to constructions.
3. Radius Change. How does one change the radius in which turrets search and apply buffs such as the gas turret? Currently its range is just fine, but even though I got it working, I realized I just happen to be lucky that the range is already working in place. I need to know how to adjust it.
4. Hero Spawning. How does one go about creating Heros that automatically spawn after a certain time(As the game starts) in certain objects like kerrigans cocoon and nova's stasis ward as well as having it placed nearby a base and allowing them to resurrect from these objects once dead after a certain time?
The mod I wanted the player also be able to pick between Raynor's Raiders and Dominion Terrans. These guys what I wanted them to do was come in by drop ship after a certain period of time then unload onto the battlefield near the base. How would I go about getting something like that happening as well? I am guessing I may have to dwelve into triggers for this.
5. Artificially Intelligent Creep Crawlers. I wanted to know how it might be possible to create Artificially Intelligent.
Using this model from Thrikodias, I wanted to see if I could make this thing not just be a possible morph, but also be capable of moving on its own, burrowing on its own, and running away from enemies when it senses unclocked detection. I realize that this may be way beyond my current skill level to be even attempting and probably very hard to do, but I am down for a challenge. If I don't attempt it now, I may attempt it sometime in the future. Now I already know how to get to to morph though. Its the Ai related stuff that I wanted to see how it could be done(If it could).
6. Fog that gives a buff to a player. Okay so I am well aware as of now that that creep is heavily integrated into the game engine and very difficult to replicate, but what about weather effects? I asked earlier about weather effects and you said something about creating them via triggers. This is not the most important of issues to be done for the project and I can live without it, but one thing I wanted was to be able to create a fog effect that spawns from some sort of buildings and produces a buff to anyone getting near it. Once out of the fog, the buff goes off. I was thinking of possible a vision limiting debuff for enemies, or a cloaking buff for those using it.
7. Floating UI Buttons.
I wanted to know how it would be possible to create Ui buttons that float at the top of the screen and players can cast certain abilities by clicking on them(similar to in co-op) with a selection image visible while they are placing it over a certain area. I am not looking to replicate energy(least not for now). Doesn't have to be anything super fancy like that visor one goes into when using orbital strike for protoss in campaign. Just some visible buttons that do certain things when people click on them. I am already aware about how to set charge for them.
8. Upgrade to Warp without changing buildings. For Purifier protoss in my mod, I am using some unsual buildings with no types of warp animations. I wanted to know how it might be possible to make an upgrade that allows purifier gateways, robotics facilities and star gates to use change to warp train with charges instead of just coming out once trained.
9. About if(how) this could be done:
This question is not about the obvious glitch with the robotics facility in the picture(That has already been fixed). My question is this. I discovered that the Tal'darim Stargate and robotics facility don't have warp upgrade stages. Knowing this makes this a hell of a lot easier as it means I don't need to add them to my mod, but however I kind of still want to try. What I wondered is if it is possible to take that animation of the red sphere and swirling lights from the warp upgrading of the Tal'darim gateway and put it over the robotics facility and Stargate as the start to morph? If I managed to do something like this then it would be amazing and set my mod apart from many others. If using some modeling software is required, I am down to try that, but however if this proves to be just too much, I can always save it for another time. Got only 1 month that I can work on this projected at a dedicated pace.
10. Unused Turrets that I want to see if can be made to work. First off this is split into 2 questions.
1. I want to know if its possible to make anti nuke turrets. Basically whenever someone launches a nuke within range of a turret such as this, a health bar will appear above for the incoming nuke and turrets will shoot in the direction the nuke is coming from. If the health of the nuke is deleted before it becomes visible, then its neutralized.
2. I found a number of models of turrets in files as follows which I wanted to use as anti nuke turrets. Now I wanted to know how possible it might be to turn these things into working weapons:
Starship Adun Turret
Shakuras Turret
Medium Purifier Turret
Space Platform Turret Dominion
Glacius Purifier Turret
What do these all have in common? Like the korhal spore cannon, they all automatically shoot in their animation. Most of these only have one animation layer so far as I've seen.
----------------------
Now I know it would probably require getting into modeling software to actually be able to use their weapon effect, but all I want to do is use these to attack nukes and other major end game hazards that aren't immediately visible. All that these turrets would have to do is aim toward the nukes when they start coming. I may have some more questions soon, but for now these are a good set of issues to investigate.
1. No idea why it is not working for you then. I find for debugging buff behaviours it is conventiant to give the buff +1 max shield added that way when the buff works it is easy to spot on the unit.
1. Without seeing what list you are using I cannot comment. Probably those are just animation name affix options to choose from to construct the correct animation name.
BSM??? Sure yo do not mean BSD (Birth Stand Death)?
2. Just use a separate actor for the placement model actor.
3. The Search: Areas - Radius field of the Search Area effect used.
4. Although it could be done with data all the default heroes use triggers to do the creation/resurrection. For the drop ship spawn use triggers.
5. Looks like a stukov base legs with a creep tumour as an attachment. Ask in the AI Development forum about that.
6. If created by a structure you need an aura where the caster has a buff with a periodic search area effect that applies a second buff to the target that has a duration barely longer than the period. If a terrain hazard use a Create Persistent effect to do the periodic effects.
7. Those are done using Dialog triggers.
8. Add requirements to all units trained under the Show part so you hide and disable training by the one ability and show and enable the warp train ability.
9. Use Blender to extract and make an importable model of it although for a glowing orb there are several alternative models (Preserver missile?) that would look as good if retextured.
10a. That would require you to redo the nuke ability to use a launched missile unit with a mover that has a slowed impact speed as the second phase (gets to the destination fast but takes a while to land).
10b. Only the Slayn one is a functional tower. All the rest lack any good animations unless you were to make them using modelling software like blender. Not looked at the purifier turret before. The dominion Space Platform turrets are also a prop and lack any good animations. There is however a smaller version misclassified under the SM models that is functional if you rotate it 180 degrees so it is not a hanging turret.
Look under the cutscenes editor what animations they have and if they have a TurretZ attachment point.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Ah silly me. Of course I meant BSD. I am going to process this all for a while and try to get a lot of this done before I ask any new questions, but these are basically the hardest issues left to tackle that I am less knowledgable about. Going to get cracking on it now.
Wait. One more question I need to know before I get working on all this stuff. Death animations; In particular of structures. How does one get these done? In thought that I knew how to get these done, but as with many things in editing, you discover its not always that simple.
Edit: Figured it out. Turns out was as simple as I thought.
1. Figured out what they mean, but if I have anymore questions about it I'll ask. Also. I got the malignant creep working perfectly now! I realized that the malignant creep was lacking any effects and no searching behaviors. Add some while using the gas turret as a guide and this time what I did was a set a validator for "On Creep". Now any units that are going to be given damage, can only take damage while on creep. So far, it seems to be working just fine, but later on I may want to make it an upgrade instead.
2. 2 3 and 6 are solved. 5 I will be posting a thread about it in the AI development section soon as some other more critical issues are solved. 7, 8, 9 and 10 I am coming back to, but now I know I have an idea what to do when I get to these issues. I may just try to do some modeling to get those turret models at 10 working right, but it may be too far beyond my scope of skill right now. In regards to the anti nuke idea. Might be a bit too much for me for right now since I only have a month of dedicated time left to work on this mod. Alternatively I might just repurpose those other structures as regular turrets.
Here is the next round of issues. If these get solved, it will just about clear upon all the project critical issues to be resolved with structures at the time. Well see.
1. Death Animations: Okay to start things off. I made a mistake. Right now I am legitimately confused as to how to add custom death animations to structures and units. Right now my focus is the structures. Thought I got one working yesterday, but it turns out that was not really the case. Here is an example of an issues:
I am trying to get the Tal'darim Nexus to play its death animation. I have found no field them seems to allow an easy way of doing this so what I tried was Event Unit.Death Tal'darim Nexus create tal'darim nexus death. Nothing happened at all. The actor I used for that was a model addition. Also another thing is with this:
I am using a Psi Destroyer in the mod. The problem here is that the Psi Destroyer Death Animation remains after death. The collision is removed though. I wanted to know how to clear it after its dead. This is also happening with the Slayn Missile Turret and some other structures.
2. Psi Destroyer Energy Field not disappearing. The next issue is with the Psi Destroyer's Energy Field. I got it working, it does damage like its supposed to, in the area its supposed to, with the proper damage animations. Problem is that it does not disappear when the Psi Destroyer dies either. The damage does stop though. This is the event I used to get it to show up:
Its placed in the original actor "Psi Destroyer."
Next thing is rather unexpected issue.
3. No queablity: Okay so I have this protoss summoning pad which is supposed to Summon Hydras, Stone Zealots and Sentinels. Whenever you click on one of them and then click on another, the que simply starts over with the new unit instead. It does not allow you to que up multiple units for summoning. However I don't want them to come out through a question, I want there to be a charge that works instantly in summoning them instantly out. I thought I set one, but this still seems to be happening.
4. Fatal Error with Auto Refinery. Now this next issue has me extremely worried and only started happening recently today. Every time I try to place a Automated Refinery over a geyser, the game instantly crashes and I get a yellow icon saying there has been a fatal error. The automated refinery that I am trying to set is the original unedited version. It does not even let me place it. Its also worth noting that today the buttons on my scvs just all mysterious disappeared and I had to make 3 copies of the originals one to get it working. Was extremely frustrating.
5. Black ops AutoRefinery, disappearing soon as it starts: Next automated refinery related issue is with the Black Ops Automated Refinery. This is what happens every time I try to place it:
First it shows up looking like this once done.
Then it shows up like this. Still produces vespene, but disappears. I have no idea why this is happening. I've try a number of things to know avail. This is copied from the original Automated Refinery, but it does not do this. I am also facing a similar problem like this with the automated extractors, but the automated extractors show up properly.
6. Launching Panelings In Bile Launchers. Next thing I wanted to know about was how I'd go about making Bilelaunchers that can load banelings into them and shoot them at enemies?
7. Damage Effect model not working
Right here I have a volcano that produces a field of flames and causes damage similar to the rip-field generator and psi destroyer. The damage is working and the field is working, but like the Psi-Destroyer field its not disappearing after death. I used the same event to make the field of ash weather appear. The volcano is copied from the psi-destroyer and the damage model actor seems to be applied to this as well. I want all units to appear during in flames when they step into the area. Here is what the layout of the Object creating this field looks like:
Now the model I was trying to use is the "Solar Combustion" model which is a persistentFX model. Another question on that regards. Does it need to be a persistent FX model or will any work?
8. LOS Blockers: And Lastly for now, how do I make Line of Sight Blockers? There is certain structures that I want to have be able to be built that block line of site.
1. To make it an upgrade use a requirement that counts for the upgrade being completed and add it to the buff.
1. The unit death event gives problems. Rather use the Combat: Custom Death fields and the Unit Death Customize event. Anyway to play the right animations you will need to make your Model type actor the Combat: Death Actor Model or Combat: Custom Death - Actor Model.
2. With your other problem it seems the models are not orphaning correctly. Maybe add a timer after creation to self destruct? Else link the destroy action to the animation being done.
3. What you mean by "come out through a question"? So you do not want to train units but have them instantly spawn? Use a Specialize ability that uses Create Unit effects then.
4. Try resetting your computer.
5. Probably some actor problem. What error messages are appearing in the debug window at the top of the screen?
6. Use a Transport ability linked to a Use Magazine effect which does not have an effect specified. This is the basics of a unit cannon but you will need a targetable baneling missile launched before using the use magazine. Maybe an iterate magazine effect could be used to launch them directly but I have not tried that.
7. Show me the actor events.
8. LOS blockers are determined by the footprints they use with the Placement Apply layer being what you need. Else use a buff to lower the vision radius of units in the area.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
3. Ah. Sorry about that. I should have explained this more carefully. Made it sound like two different things I wanted. Basically I wanted the units to be summoned instantly with a charge, but rather than trained by a que similar to how is done with barracks. Units loading and coming out one by one. I don't want that. I'd rather it be like the stukov infested units instant, but with a charge. Now I have a charge set on these hybrids.
Okay. This is what the ability info for the Hybrid Dominator looks like. As you can see there is setup so the unit trains by charges, but whenever I select a unit to train in game then select another, it just interrupts the sequences. Plus I don't want it to be a slow gradual train. I double checked to make sure the command card is linked to the correct ability and all that.
4. I tried this and it did not work, but I know I had a problem like this before at some point and managed to solve it somehow. I am going to try a number of things to see if I can fix this in a bit. There is so many issues it could be.
5. Ah. This is something I've been wondering about for a while, but it has not seemed like a huge issue till recently that I am aware of. A large portion of those errors say: User: Too many cabil abilities for such and such: Here are some pictures. These consists of the Bulk of them:
Here is a look at the bulk of the main actor of the Black ops refinery.
I might need to dig deeper into this to see if I can find any other clues as to what could be the problem.
7. Here are the Actor Events named as follows:
Zerus Buildings Volcano
I just realized something. I wonder if I forgot to copy this actor to the psi destroyer actor directly. I am going to give this a try and see if it changes anything. Something to note. This was originally copied from the spawning pool. You can see though at the last part. The UnitBirth.Volcano was the event I added in.
Here is also a look at unit as a whole with Table View:
Psi Destroyer Damage Copy
Currently the model is set to the "Solar Combustion Model". If you need anymore information just let me know. For now I am going to try advice you have given me on the other questions.
Now just one more quick question. I won't be asking many new questions today since I have to a lot to deal with already, but here is a relatively annoying one that has come up. Just have a look at this:
Under Table view, the Ui is rather messed up. It also looks like this in regular view, but not as bad. I am using the Mac editor and this has been happening with lots of ui in the editor, but it has not been a problem so much till here since it has not obscured my view of anything important. Wondered if you might have any idea how to fix this or if its even fixable at this time?
Edit: Oh yes I forgot. This is the actor that I linked as the placeholder basically for the ash weather effect.
This actor I noticed is a environment-doodad type actor. I wonder if this could be part of the issue. Also if the image is a bit too small to see. Try "Open link to new tab". Shows a bigger image of it.
Edit: Can you go into more detail about the death animations? Like for example. Am I supposed to create some kind of actor with the death model hosted by it then like it? How exactly would I go about setting up the events? Also what does the sub name refer to under death customize. How can I tell what to apply that too and such?
The death animation for the Psi Destroyer actually works just fine, but it does not disappear after death. I am starting to wonder if it may simply be easier to copy from another item and try achieving the same result.
Edit: I think that the problem is that the Ui is covering something important and I am not seeing it.
EDIT[Solved Death Animation Issue]: Finally! I finally figure out how to get death animations added to units after all this time. It was like looking for a needle in a haystack. Ultimately the problem turned out that the Ui was blocking an important part of the death animation field, so I rearranged the Window in just the right way and I found the option to add a model in place. Now I am also aware how to add them for sounds and in different situations. Now as of this current part though, I still have not figured out how to get rid of the Psi Destroyer Death Animation that remains around.
3. Ever looked at the co-op mod and seen how stukov does it? So you want them like warp train but instant?
5. You morphing the stuff? It is a know bug that the abilities of units that a unit morphs into count towards the 64 ability cap.
Your malignant creep tumour has the actor events messed up in that it is creating the morph Unit actor before destroying the old one. Rest look like import texture errors. Pics 3-4 also have the same issue with the unit actor creation/destruction sequence. Unless you are accidentally using a Unit actor instead of Model type actors.
6. UnitConstuction.*.Finish>Destroy??? So when it finishes being constructed you want to destroy the actor??? Seriously... Are you sure you do not mean Create or something else?
7. Most of the events are still referring to the original spawning pool unit and not your new one. Especially those that use the Destroy action.
Anim Bracket Exit Reason???? What default actor is using that term? I want to research that one. Probably that term is failing so causing your actor to bug.
8. The mac bug has already been reported. Thought the last patch would have fixed it.
9. Cannot open the image in a new tab.
10. The death model actor is what is used when the unit dies. What you want it to do is based on the events. What you need to tell me is what exactly do you want done on death? The sub name is a default field and not all events have one. The Unit Death Customize uses terms (like timers) to specify stuff. You can (I recommend marine and zerglings for learning).
11. Only show the Show Field Categories options and disable the rest. That is what I use.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
3. Yes. That is how I managed to get the Stukov buildings working. I'll see if I can figure out what is going on with that one. I bet I can manage something.
5. Oh. I'll have a look at this. I might have made the mistake of setting it as a unit actor. I know I was trying to get a number of structures their morphing sequences properly, but was very unclear about what I was actually doing. There was a whole bunch of imported models I had loaded, but recently had removed all of them from the editor to speeding things up. What kinds of things cause imported texture issues?
6. Yea. I think that whole actor needs to be replaced. I'll be doing something about it once I am done looking into another issue.
7. Same answer as 6, but as for the Animation Bracket thing. That is how I found the actor.
8. Good to know.
9. New image
10. I would like the Psi destroyer to disappear after death. I would also like that Psi Energy Wave to disappear along with it. It would be ideal if it could fade away, but I don't want to set the difficulty of this project too high for what I can handle at the time. At times I wonder if I should kept this project simpler for the time being. Thing is though that most of the mod is working the way its supposed to right now and most of it is done. There is are just a handful of really tricky issues left though and some other very simple stuff that should be no problem to do once I am ready to finish it. I am about to have a look at the marine and zergling death customize to see if I can get an idea of how its done.
11. Okay. Unless I am misunderstanding which issue you are referring to, I think this one is solved. Just added a bunch of Tal'darim Structure death animations. Its working.
12. Can I get a bit more information about what to do for the Bile Launcher launching banelings. Maybe a tutorial somewhere on this? I have a missile created.
3. Still suggest using a Specialize ability that uses a Create Unit effect that then uses an Issue Order effect to move to the rally.
5. When importing import the textures first, save and then close the editor. Open it again and then import the model.
9/10. That the actor for the shield visual or the psi destroyer building?
11. I was referring to your UI problem on Mac.
12. Look up unit cannons. The Use Calldown effect can use internal Arm Magazine or Transport ability stored units to create an effect (like the Ghost - Nuke (Calldown)) sacrificing the unit in the process. If no effect is specified under the Use Calldown effect it instead teleports the stored unit to the target location. This could be used to make your baneling launcher but the missiles would not share the current life of the launched unit if you launched a damaged baneling. The Iterate Transport effect applies certain effects to units inside the cargo of a Transport ability so might be able to launch the cargo units directly.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
5. Good to know. I wish I had done this sooner. Now that this has already been done, is there any way of correcting the errors? So far it does not seem to be causing any major problems for the game, but many I just have not noticed it.
9/10. Its for the shield visual. This is how I found it. No alterations. Says that the Actor Type is Model Addition and Not doodad.
11. Okay. I seem to have found a workaround on that.
12. Okay I am going to do this. Yesterday I got it to produce some ammo with the iterate magazine effect, but I was not clear about if I was doing it right or leading the wrong direction. Also. Which section of sc2 mapster do I look up unit cannons on?
13. Also worth noting. Got the fatal error with the Automated Refinery fixed by resetting the original and linking a fresh ability. I don't know why this worked, but for some reason it did. The problem with the Auto refinery disappearing after construction still remains. I will investigate that further to see if I can figure out what might be the problem with it.
14. In regards to the death animations. Seems we getting somewhere now. I actually got the Psi Decimator to Disappear when I put in the following:
Death Custom. Psi Decimator
Validate Is dead
Death Custom. Subname Vortex
But the problem is that it just disappears out of thin air. I would like it to disappear at the end of the death animation.
5. As long as the model looks and acts correctly it is not a major concern. Most of those errors are not shown outside testing.
9/10 Check the model in the cutscenes editor in case the death animation has some strange affix.
12. The threads were spread between the data and miscellaneous forums. Sadly curse has changed the numbering system of all threads so good luck finding them.
14. Then make a custom Model type actor used as the custom death actor and adjust the events accordingly. The reason it is disappearing is the custom death probably has no linked actor.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
14. Alright. This actually worked to some degree, but not quite yet. After attaching a Death Model to Psi-Destroyer, it still dies before the death animation is fully over. What I need to know now is how to Specify this.
15. Now here is another question for now. I was thinking of realizing the mod in beta, but one of the critical problems currently is that many of the buttons aren't showing up. I've checked for requirements. Often times the buttons just completely go missing unexpectedly from an scv drone or probe and I have no clue why this is. I wanted some ideas of what could possibly be preventing these buttons from showing up properly.
Update: I managed to get everything sorted out with the volcano. The damage models weren't showing up simply cause they were not scaled large enough. I figured out how to get rid of the Psi Destroyer Wave and field of ash with the volcano as well and get them to start appearing as the construction began. Now what I really need to know is how to get the Psi Destroyer Death animation to disappear once the animation is fully over. If you need more information on this, just let me know.
Update: Ignore the question about the buttons. I think I know how to solve that one. I just managed to get a whole bunch of critical issues solved after finally understanding how to set animations in events and how events can trigger various different things. All this analyzing, trial and error, studying of guides and asking questions is finally starting to pay off. Although there is still a number of issues that I am still confused about. Still have yet to get the death animations working properly for the psi destroyer.
14. Under the events of your death actor on Actor Creation get it to use Animation Play action that plays the death animation. Then use an Animation Done event that leads to a Destroy action.
15. Stuff under the Show part of requirements. Other mods overriding modifications to the unit.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
So most of the mod I've been working on is done at the time, but there is still quite bit left to do and I have a time frame of about 1 month or so to before I need to get especially busy with important stuff irl again. I've learned a lot and figured out just about everything I need in order to get this mod done except for the following:
1. I've been trying to figure out if its possible to create a new type of creep with a new texture. So far I have not seen much information on this suggesting that it is possible, but if it is then I would like to give it a try.
2. How would one go about creating malignant creep? I've seen this done in mods before so I know this has to be possible somehow. I tried adding the behavior "Malignant Creep" to "Creep Tumor Queen". It did not seem to work. My suspicion is that I am lacking some sort of damage effect for it, but I am unsure how it would be set up or if certain actors maybe needed, or maybe I am way off. I also wanted to make a different type of creep that increases the health of zerg structures.
3. I wanted to know how to create area of effect weapons. When I searched up tutorials, I only found a handful of tutorials and they did not go into this type of weapon. Specifically I want to have weather effects in game that can give buffs to certain units standing within them and harm others. Some Examples:
I want the gas from this turret to cause harm to biological units.
The void gases to harm enemies. This one might actually already work. I need to recheck.
The Nanite Turret, I want to have it heal buildings and mechanical units as well as be able to burrow similar to the gas turret. If it can't or thats too complicated too do though, I am not worried about it.
And I want to be able to create weather effects such as fog that spread and give certain buffs or debuffs to certain players. I've been trying to familiarize myself with how effects and behaviors work, but its still very new to me.
4. Adding a Command Center Reactor. I want to add this as default to all command centers for the mod. Not something that needs to be upgraded to.
and I made an attempt to do exactly this, but here is my result:
What I did was I created 2 unit actors. One with the command center reactor simply for the sake of attaching it to the command center. Thing is that 2 health bars show up, it does not look right like the one in campaign, has no animation and morphing animations get buggy. I want it to remain though when transitioning to orbital command and fortress. I am getting better at least. A while ago I would not have even been able to come up with this.
5. How to get the Adun Generator to show up like seen here:
What I would like is to be able to use this as a protoss structure, but it looks like the only way to trigger its animation like this is by some sort of actor command. It does not show up in the model files like this. By Default it looks like this:
And yea. This is much more boring. Despite all this, its not super important that I get this model working as a mainstream structure. If I can't get it working then its fine, but it would be nice.
-----------------------------------------------------------------------------
If I can get all of these issues figured out, then its just a matter of getting all the remaining work on the mod done. I'll be sure to credit anyone who helps out with this as the are the more complex issues, I've been putting off for a while and have been struggling to figure out. I'd be greatly appreciative for anyone who can help figure out these issues as I've spent weeks trying to figure out some of these issues.
1. The game only supports one type of creep with the texture set under the Terrain Types data type. Creep might be able to be simulated using a Splat model as a Model actor and then validating placement relative to distance from the "creep source" units.
2. Check the requirements of the behaviour applied. If this site still supported SC2 maps I would point to my infected creep demo map. Just use an aura from the creep source unit that has a Model type actor that uses a splat model to represent the creep. Again the creep growth/decay would not be supported.
3. For AOE weapons just use a Damage effect with splash like the siege tank weapon. Else use a Search Area effect that then does your other stuff. For weather effects use triggers to apply an effect at a point and use a Create Persistent effect that uses a periodic Search Area effect. With the gas a periodic damage effect would be enough if you set the splash filters to biological as required. With the nanite turret give it an autocast ability with a 360 degree arc that channels a Create Healer effect. The burrowing is a Morph ability and you will need to look at your tower model in the cutscene editor to see if it has the right animation. My advice is to read the tutorial on making a healing well. Else look at the mothership cloaking field.
4. So you are modifying the Queue ability of the command centre to have 2 production slots? Why not just change the Art: Model field of the command centre Unit actor?
5. If the model lacks the correct animation then it probably is using an .m3a file to give it the animations. Use the actor events under the Unit actor to play the correct animation using the Animation Bracket Start action probably under an Actor Creation event
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
In reply to DrSuperEvil:
1. only one creep per map although you could have a systematically increasing area to represent growth but it is not quite the same level of artwork since creep has borders.
2. Sadly the picture is very small when it comes to text so I cannot read it. This your buff emitter behaviour or your buff applied to the units in the aura? Sadly since Curse "updated" the site all .SC2Map files are broken and are not supported. PM me your email and I will send you the demo map along with any other of my data asset demo maps you request.
Malignant creep yes but not as part of an orthogonal creep. Check the Behavior: Requirements field of the Buff behaviour used.
So some Buff behaviour on all units that uses the On Creep validator to disable it? Like Malignant Creep has when the upgrade for the requirement is researched? So something in the Combat: Modification - Damage Dealt (Scaled) field?
4. Ok I am confused. You want the Protoss crystal thingy as an attachment to the command centre? Most campaign techs (especially actors) are linked to an upgrade so most actors use the Upgrade event. With the pic which actor is that?
I did mean to create an entire event but you had some protoss model and not the terran command centre tech reactor so it is relating to a different question. Maybe explain exactly what actor events you changed from your pylon copy Unit actor?
With the aura buff you need to give it a duration barely longer than the period for application so the buff runs out when out of range.
What is the animation name that you want for the "burrow" animation?
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
1. Np. If it can only, be one, then it can only be one. However I am going to explore some ways to possible invent a new type of creep. Let me ask a question though. What exactly is it that causes the creep? Not talking about the creep tumor. I am talking about what causes the texture to appear in such a way in does and slowly have more of it revealed. Figuring this out could be key to making a creep replica.
2. Let me get back to you about this. I am testing a few things in this regards out right now.
4. Ah darn it! Duration. That must have been what I missed when I was watching the healing well tutorial. The nanite turret is working as intended right now. Btw I meant to say 3 and not 4. The protoss crystal generator is working just fine right now. Needs a death animation and sounds, but I am already aware of how to add those. Right now the issue is that the Nanite turret is applying the buff, but it remains permanently even when the unit walks away from the. About the Command Center Reactor. It was just "Command Center Reactor" as the actor. Says its a model addition type actor. For the mod I am creating though, I wanted players to start with it so its might be fine this way. Now the one thing left to do with the nanite turret that I am not certain how to do is getting it to burrow. I am still very confused about what all the buttons do in the cutscene editor. How do I go about finding out which model the burrow animation is technically called in the editor? Maybe its already listed in the models section.
1. There is a Creep Source behaviour that generates it using a footprint. The visual properties are done using the Terrain Types data type and the decay properties are set under Gameplay Data. It is highly integrated into the game engine so making a duplicate that does not lag like mad would be a challenge. The Hive Keeper map did something similar to a creep simulation if I recall.
4. Auras work by the applying buff having a period just shorter than the duration of the second buff it applies so that there is not intermittent loss of buff but as soon as the unit leaves the aura radius it loses the second buff. 0.54 seconds is what the mothership uses.
With the cutscenes editor under the View menu make sure the Show Panes>Timeline is enabled. That should show a red and bluw bar at the bottom of the screen. Right click the blue part and select Change Animation to change what animation the model is showing in the cutscenes editor. Once you have found out if your model has the animation you want you then need to use the name of that animation for your actor events. In the case of burrow you want an Ability Morph event to apply the animation bracket.
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
In reply to DrSuperEvil:
1. No idea why it is not working for you then. I find for debugging buff behaviours it is conventiant to give the buff +1 max shield added that way when the buff works it is easy to spot on the unit.
1. Without seeing what list you are using I cannot comment. Probably those are just animation name affix options to choose from to construct the correct animation name.
BSM??? Sure yo do not mean BSD (Birth Stand Death)?
2. Just use a separate actor for the placement model actor.
3. The Search: Areas - Radius field of the Search Area effect used.
4. Although it could be done with data all the default heroes use triggers to do the creation/resurrection. For the drop ship spawn use triggers.
5. Looks like a stukov base legs with a creep tumour as an attachment. Ask in the AI Development forum about that.
6. If created by a structure you need an aura where the caster has a buff with a periodic search area effect that applies a second buff to the target that has a duration barely longer than the period. If a terrain hazard use a Create Persistent effect to do the periodic effects.
7. Those are done using Dialog triggers.
8. Add requirements to all units trained under the Show part so you hide and disable training by the one ability and show and enable the warp train ability.
9. Use Blender to extract and make an importable model of it although for a glowing orb there are several alternative models (Preserver missile?) that would look as good if retextured.
10a. That would require you to redo the nuke ability to use a launched missile unit with a mover that has a slowed impact speed as the second phase (gets to the destination fast but takes a while to land).
10b. Only the Slayn one is a functional tower. All the rest lack any good animations unless you were to make them using modelling software like blender. Not looked at the purifier turret before. The dominion Space Platform turrets are also a prop and lack any good animations. There is however a smaller version misclassified under the SM models that is functional if you rotate it 180 degrees so it is not a hanging turret.
Look under the cutscenes editor what animations they have and if they have a TurretZ attachment point.
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
In reply to DrSuperEvil:
In reply to sc2ggamer:
In reply to DrSuperEvil:
1. To make it an upgrade use a requirement that counts for the upgrade being completed and add it to the buff.
1. The unit death event gives problems. Rather use the Combat: Custom Death fields and the Unit Death Customize event. Anyway to play the right animations you will need to make your Model type actor the Combat: Death Actor Model or Combat: Custom Death - Actor Model.
2. With your other problem it seems the models are not orphaning correctly. Maybe add a timer after creation to self destruct? Else link the destroy action to the animation being done.
3. What you mean by "come out through a question"? So you do not want to train units but have them instantly spawn? Use a Specialize ability that uses Create Unit effects then.
4. Try resetting your computer.
5. Probably some actor problem. What error messages are appearing in the debug window at the top of the screen?
6. Use a Transport ability linked to a Use Magazine effect which does not have an effect specified. This is the basics of a unit cannon but you will need a targetable baneling missile launched before using the use magazine. Maybe an iterate magazine effect could be used to launch them directly but I have not tried that.
7. Show me the actor events.
8. LOS blockers are determined by the footprints they use with the Placement Apply layer being what you need. Else use a buff to lower the vision radius of units in the area.
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
In reply to DrSuperEvil:
3. Ever looked at the co-op mod and seen how stukov does it? So you want them like warp train but instant?
5. You morphing the stuff? It is a know bug that the abilities of units that a unit morphs into count towards the 64 ability cap.
Your malignant creep tumour has the actor events messed up in that it is creating the morph Unit actor before destroying the old one. Rest look like import texture errors. Pics 3-4 also have the same issue with the unit actor creation/destruction sequence. Unless you are accidentally using a Unit actor instead of Model type actors.
6. UnitConstuction.*.Finish>Destroy??? So when it finishes being constructed you want to destroy the actor??? Seriously... Are you sure you do not mean Create or something else?
7. Most of the events are still referring to the original spawning pool unit and not your new one. Especially those that use the Destroy action.
Anim Bracket Exit Reason???? What default actor is using that term? I want to research that one. Probably that term is failing so causing your actor to bug.
8. The mac bug has already been reported. Thought the last patch would have fixed it.
9. Cannot open the image in a new tab.
10. The death model actor is what is used when the unit dies. What you want it to do is based on the events. What you need to tell me is what exactly do you want done on death? The sub name is a default field and not all events have one. The Unit Death Customize uses terms (like timers) to specify stuff. You can (I recommend marine and zerglings for learning).
11. Only show the Show Field Categories options and disable the rest. That is what I use.
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
In reply to DrSuperEvil:
3. Still suggest using a Specialize ability that uses a Create Unit effect that then uses an Issue Order effect to move to the rally.
5. When importing import the textures first, save and then close the editor. Open it again and then import the model.
9/10. That the actor for the shield visual or the psi destroyer building?
11. I was referring to your UI problem on Mac.
12. Look up unit cannons. The Use Calldown effect can use internal Arm Magazine or Transport ability stored units to create an effect (like the Ghost - Nuke (Calldown)) sacrificing the unit in the process. If no effect is specified under the Use Calldown effect it instead teleports the stored unit to the target location. This could be used to make your baneling launcher but the missiles would not share the current life of the launched unit if you launched a damaged baneling. The Iterate Transport effect applies certain effects to units inside the cargo of a Transport ability so might be able to launch the cargo units directly.
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
In reply to DrSuperEvil:
5. As long as the model looks and acts correctly it is not a major concern. Most of those errors are not shown outside testing.
9/10 Check the model in the cutscenes editor in case the death animation has some strange affix.
12. The threads were spread between the data and miscellaneous forums. Sadly curse has changed the numbering system of all threads so good luck finding them.
14. Then make a custom Model type actor used as the custom death actor and adjust the events accordingly. The reason it is disappearing is the custom death probably has no linked 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
In reply to DrSuperEvil:
14. Under the events of your death actor on Actor Creation get it to use Animation Play action that plays the death animation. Then use an Animation Done event that leads to a Destroy action.
15. Stuff under the Show part of requirements. Other mods overriding modifications to the unit.
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