So I've been duplicating units and revamping them with new attacks, damage, abilities, etc. Well, one thing I've noticed is that usually when a duplicated unit attacks, it doesn't play the animation or sound. Any idea what that's about? And how would I go about fixing it?
Bring up the Actors tab in the data editor, search for the unit, there's usually gonna be an extra actor for the attack that doesn't get copied even when you told it to duplicate every aspect of the unit. Usually it's has "Attack" in the name or something like that, but you should notice it's not listed under your duplicated unit's actors.
Just duplicate that actor (and make sure to check the boxes to duplicate the effects/sounds/whatever), then on your duplicated actor in the top right above all those data entry fields it should list what damage/weapon effect that actor is tied to. Double click and change that to your duplicated unit's attack, and the sounds/animations should start working for the attack. I think there was one unit that I had to change a different field instead for, but that's worked pretty well for me so far.
You have to set the actors that's associated with the weapon's effects. Besides making one from scratch, duplicate the associated actors (you dont have to duplicate the models/sounds, just the actor itself) and set the actor to the corresponding effect or weapon via tokens or fields. It's simple for some weapons, but not so simple for others because there are links all over the place if you want to make it sound and look exactly the same. I find the "Explain Link" feature when you right click on an item helps ALOT.
I don't really understand. For my example. I'm creating a altered Ultralisk. I've already duplicated the Ultralisk Actor, Effects, and Weapons. I checked the duplicated Actor and it seems to already have the sounds there, but it doesn't play any sounds nor animations when striking someone.
EDIT:
Nevermind, I found it myself. I had to change the 'Event' 'WeaponStart's 'Source Name' to the new weapon.
Bring up the Actors tab in the data editor, search for the unit, there's usually gonna be an extra actor for the attack that doesn't get copied even when you told it to duplicate every aspect of the unit. Usually it's has "Attack" in the name or something like that, but you should notice it's not listed under your duplicated unit's actors.
Just duplicate that actor (and make sure to check the boxes to duplicate the effects/sounds/whatever), then on your duplicated actor in the top right above all those data entry fields it should list what damage/weapon effect that actor is tied to. Double click and change that to your duplicated unit's attack, and the sounds/animations should start working for the attack. I think there was one unit that I had to change a different field instead for, but that's worked pretty well for me so far.
There are two ways data can be linked in the Data tab. Copy with dependents will copy an object and all objects it refers to, not the objects that are referring to it. You can weed them out by not changing the name of the copied object, then entering the name in the filter box at the top. Then go through all of the relevant tabs and look for objects that are not doubled.
The "attack" animation of the unit is usually contained in its actor, and activates for all weapons.
If you mean specific animations in the attack (beams, missiles, explosions) those have their own actors, which you need to duplicate and link up correctly, same goes for most sounds. Simple attacks have one "Attack" actor as JohnnySmash said, and maybe another one for sound.
Be aware that more complicated attacks (colossus/voidray etc) have actors spawning other actors and unless I'm mistaken some actors even trigger effects. The voidray for example has like 10 "attack" actors, at least one of which is required/can mess up charged weapon damage (unless I messed up something else).
Even the Stalker has 2 "attack" actors because the missile has its own.
I also found this useful, thanks.
I finally understood some major (hidden) discrepencies between the field view and the form view of actors, too:
*** ##id## refers to the string in the token id field. ***
The fact it isn't highlighted as other fields are and just sits there in grey.. you just won;t see if for the first 30 hrs in the editor until you spend a full hour toggling views on the same actor because all other avenues have stonewalled you.
I find it weird ppl don't say these things, they're kinda fundamental!
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So I've been duplicating units and revamping them with new attacks, damage, abilities, etc. Well, one thing I've noticed is that usually when a duplicated unit attacks, it doesn't play the animation or sound. Any idea what that's about? And how would I go about fixing it?
Resolved:
You have to set the actors that's associated with the weapon's effects. Besides making one from scratch, duplicate the associated actors (you dont have to duplicate the models/sounds, just the actor itself) and set the actor to the corresponding effect or weapon via tokens or fields. It's simple for some weapons, but not so simple for others because there are links all over the place if you want to make it sound and look exactly the same. I find the "Explain Link" feature when you right click on an item helps ALOT.
I don't really understand. For my example. I'm creating a altered Ultralisk. I've already duplicated the Ultralisk Actor, Effects, and Weapons. I checked the duplicated Actor and it seems to already have the sounds there, but it doesn't play any sounds nor animations when striking someone.
EDIT: Nevermind, I found it myself. I had to change the 'Event' 'WeaponStart's 'Source Name' to the new weapon.
yea ultralisk is pretty tricky since the associated actor is the main actor and is linked between the weapon instead of the effect
goto your copied Ultralisk actor (it's of type Unit), then double click on the events+ field, you should see a list of actor events
the ones of interest are the red flag bullets, find the WeaponStart.Ultralisk.* ones. Change their source names to the one you copied.
Well, I got the Ultralisk sounds working, but now I have no idea how to get any of the others working. :|
Bring up the Actors tab in the data editor, search for the unit, there's usually gonna be an extra actor for the attack that doesn't get copied even when you told it to duplicate every aspect of the unit. Usually it's has "Attack" in the name or something like that, but you should notice it's not listed under your duplicated unit's actors.
Just duplicate that actor (and make sure to check the boxes to duplicate the effects/sounds/whatever), then on your duplicated actor in the top right above all those data entry fields it should list what damage/weapon effect that actor is tied to. Double click and change that to your duplicated unit's attack, and the sounds/animations should start working for the attack. I think there was one unit that I had to change a different field instead for, but that's worked pretty well for me so far.
There are two ways data can be linked in the Data tab. Copy with dependents will copy an object and all objects it refers to, not the objects that are referring to it. You can weed them out by not changing the name of the copied object, then entering the name in the filter box at the top. Then go through all of the relevant tabs and look for objects that are not doubled.
The "attack" animation of the unit is usually contained in its actor, and activates for all weapons. If you mean specific animations in the attack (beams, missiles, explosions) those have their own actors, which you need to duplicate and link up correctly, same goes for most sounds. Simple attacks have one "Attack" actor as JohnnySmash said, and maybe another one for sound. Be aware that more complicated attacks (colossus/voidray etc) have actors spawning other actors and unless I'm mistaken some actors even trigger effects. The voidray for example has like 10 "attack" actors, at least one of which is required/can mess up charged weapon damage (unless I messed up something else). Even the Stalker has 2 "attack" actors because the missile has its own.
Thanks everyone, Johnny had the solution I seeked. (Not saying noone else did, I just read his first. :P)