In vanilla Zerg buildings grow in distinct phases: the first one where the Drone turns into a small growth, then a wait, then another where it turns into a medium growth, then a wait, then another where it turns into a large growth, then a wait, then it erupts into the building. I am looking to make it so that the Zerg building appears to grow at the same (albeit slower) rate throughout the entire process, without any point where it seems to stop growing for a bit. Any idea how to do this?
As you stated the Progress type actors determine the animations played at each stage of the equally divided duration. In short try the Zerg Construction Progress actor as a starting point.
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I see in Actor: Zerg Construction Progress -> Stages , there looks to be the several grow-stop-grow stages I'd noticed, however I'm not sure how to work with that data field... Where does it link to the model for each individual stage, and where does it specify the duration that each model should animate for before going on to the next one? Like not sure what "Animation Properties" values refer to, or what the "Blend Time" is about. Ie. I'd like to change the 'stand' stages to have 0 duration etc.
Use the Cutscenes editor to look at the animations used by the Model type actor that creates the Progress actor. Zerg buildings use the Zerg Construction Attached Progress actor created from the Zerg Building Build actor
The construction duration is divided by the number of stages and a specified animation for the model of the supporter system reference is played for that segment. Each stage is of equal length. Blend time is the time period over which one animation when starting/finishing blends into the next animation. Having a blend time of -1 is instant.
The Animation Properties are the same as the Play Animation actor event action. These are lists of strings used to construct the animation name that the model is to play (see the cutscene editor for details as to what ones your model has).
Just find which stages are causing the stand parts you do not want and remove them.
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I'm not familiar with working with animations... what does a blend time of 0, 1, or 2 mean - instant blend, 1 second to blend, 2 seconds to blend?
So wanting to get rid of the Stand animations since I'd imagine those are responsible for the stages where the building isn't growing. I updated
I get error messages saying:
- "CActorProgress[ZergConstructionAttached] ... CActorModel[HatcheryBuild]: Sequential non-looping anims detected: Build B Start; Build A Start."
- "CActorProgress[ZergConstruction] ... CActorUnit[HatcheryBuild]: Sequential non-looping anims detected: Build B Start; Build A Start."
- "CActorProgress[ZergConstructionAttached] ... CActorModel[HatcheryBuild]: Sequential non-looping anims detected: Build C Start; Build B Start."
- "CActorProgress[ZergConstruction] ... CActorUnit[HatcheryBuild]: Sequential non-looping anims detected: Build C Start; Build B Start."
I also tried adding more stages like "Build, D, Start" and "Build, D, Stand" and reducing Model: Zerg Building Build -> Animation Speed to 0.05 but that gives similar errors as well, the budding Hatchery 'throbs' faster than normal and then it turns into a normal Hatchery model about 60% of the way through then reverts to a new bud and then grows to medium size then reverts again...
I also tried reducing the animation speeds for the Models named Zerg Building Birth but they don't seem to slow down the initial 'drone turns into small bud' stage at all. Nor did the Model called Zerg Building Large. The one thing that greatly changed the overall construction speed was Model: Hatchery Build -> Animation Speed, however it does it to the whole animation, so making it 0.05 makes the first stage proceed at the desired rate, but then it takes almost a minute to get through the really long 'stand' stage where nothing happens with the model.
Kind of just stumbling around blindly I feel. Any idea what specifically I need to change in order to get the model to simply go from drone to full bud evenly without any kinks in its growth?
That is correct although -1 blend time should be sufficient for most use.
Some zerg buildings have their own unique construction actor like the hatchery, lurker den and ultralisk den. The overall principles for how they work are the same.
You could always set the animations for all stages to none and then use Progress Level actor events coupled to Level terms to use actions on the ::Supporter as a target. You can then use the Play Animation actions that have flags to make animations looping.
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In vanilla Zerg buildings grow in distinct phases: the first one where the Drone turns into a small growth, then a wait, then another where it turns into a medium growth, then a wait, then another where it turns into a large growth, then a wait, then it erupts into the building. I am looking to make it so that the Zerg building appears to grow at the same (albeit slower) rate throughout the entire process, without any point where it seems to stop growing for a bit. Any idea how to do this?
As you stated the Progress type actors determine the animations played at each stage of the equally divided duration. In short try the Zerg Construction Progress actor as a starting 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
Thanks for the swift reply!
I see in Actor: Zerg Construction Progress -> Stages , there looks to be the several grow-stop-grow stages I'd noticed, however I'm not sure how to work with that data field... Where does it link to the model for each individual stage, and where does it specify the duration that each model should animate for before going on to the next one? Like not sure what "Animation Properties" values refer to, or what the "Blend Time" is about. Ie. I'd like to change the 'stand' stages to have 0 duration etc.
Use the Cutscenes editor to look at the animations used by the Model type actor that creates the Progress actor. Zerg buildings use the Zerg Construction Attached Progress actor created from the Zerg Building Build actor
The construction duration is divided by the number of stages and a specified animation for the model of the supporter system reference is played for that segment. Each stage is of equal length. Blend time is the time period over which one animation when starting/finishing blends into the next animation. Having a blend time of -1 is instant.
The Animation Properties are the same as the Play Animation actor event action. These are lists of strings used to construct the animation name that the model is to play (see the cutscene editor for details as to what ones your model has).
Just find which stages are causing the stand parts you do not want and remove them.
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
Thanks for the elaboration!
I'm not familiar with working with animations... what does a blend time of 0, 1, or 2 mean - instant blend, 1 second to blend, 2 seconds to blend?
So wanting to get rid of the Stand animations since I'd imagine those are responsible for the stages where the building isn't growing. I updated
I get error messages saying:
- "CActorProgress[ZergConstructionAttached] ... CActorModel[HatcheryBuild]: Sequential non-looping anims detected: Build B Start; Build A Start."
- "CActorProgress[ZergConstruction] ... CActorUnit[HatcheryBuild]: Sequential non-looping anims detected: Build B Start; Build A Start."
- "CActorProgress[ZergConstructionAttached] ... CActorModel[HatcheryBuild]: Sequential non-looping anims detected: Build C Start; Build B Start."
- "CActorProgress[ZergConstruction] ... CActorUnit[HatcheryBuild]: Sequential non-looping anims detected: Build C Start; Build B Start."
I also tried adding more stages like "Build, D, Start" and "Build, D, Stand" and reducing Model: Zerg Building Build -> Animation Speed to 0.05 but that gives similar errors as well, the budding Hatchery 'throbs' faster than normal and then it turns into a normal Hatchery model about 60% of the way through then reverts to a new bud and then grows to medium size then reverts again...
I also tried reducing the animation speeds for the Models named Zerg Building Birth but they don't seem to slow down the initial 'drone turns into small bud' stage at all. Nor did the Model called Zerg Building Large. The one thing that greatly changed the overall construction speed was Model: Hatchery Build -> Animation Speed, however it does it to the whole animation, so making it 0.05 makes the first stage proceed at the desired rate, but then it takes almost a minute to get through the really long 'stand' stage where nothing happens with the model.
Kind of just stumbling around blindly I feel. Any idea what specifically I need to change in order to get the model to simply go from drone to full bud evenly without any kinks in its growth?
That is correct although -1 blend time should be sufficient for most use.
Some zerg buildings have their own unique construction actor like the hatchery, lurker den and ultralisk den. The overall principles for how they work are the same.
You could always set the animations for all stages to none and then use Progress Level actor events coupled to Level terms to use actions on the ::Supporter as a target. You can then use the Play Animation actions that have flags to make animations looping.
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