I've got a problem with the "Penetrator Round" ability of Raynor. If I put 2 or more Raynor (Sniper) in the map, and if I want to use the Penetrator Round with one of them, the line didn't start from the casting unit, but from an other one (always the same).
As you can see in this screen, I've selected one of them (the top one), but the line starts from the bottom one... but the range circle is good. When I try it in multiplayer, the line starts from the enemy's Raynor unit (so I can see his position through the fog of war).
The only things I've changed in this skill is damage (100) and cooldown (3).
It's really REALLY annoying, and I don't find how to make the line starts from the good casting unit. I've tried a lot of things, nothing work. I don't mind if someone got a solution which disable it, I just want this bug disappear.
@Eiviyn: Go
Haha yeah, dirty way to fix it... but not even working :/
I've made a copy for everything (unit, ability, effects, actors, etc.)
The line is stuck to the last created Raynor-type unit (if I create another "Raynor" later on the map, the line bug is transfered to him, but not to another unit type).
It's sad because the skill works fine (bullet is shot by the good unit), it's just a graphic issue.
will this is bad news indeed, I currently have him as a selectable character (theres no way i can copy that ability 14 times!)....Havnt tested it with two people to see this bug in action (just did...ugggg). can any data editor gurus simply find ho to make sure it works for the casting unit?
If I remember correctly something about the penetrator round is linked to global scoped variables. So Raynor, or his position on the map, is probably globally stored. Thus, everytime you place another Raynor, the data will be overwritten and boom.
Well, I don't know how to fix it though, and I could think that Blizzard made it that way because making it multi-unit instanceably is pretty hard to do >.<
thank you VERY much for your reply.
This just dosnt seem good. once the ability is used, the unit can not move, which means the units X and Y are the same from start cast to finish, why cant the ability get the cords of the casting unit and use those?
its times like this that my lack of actor/effect/behavior knowledge upsets me. IF anyone can think of a work around, I would forever be in your debt.
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yes i know... it fights in so well.... but I have to go on with the rest of the scripting...if there isnt a wrk around... I duno what we're going to do
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"once the ability is used, the unit can not move"
Mmmh... The ability work perfectly here, the only problem I have is the graphic line.
I've found something else with this Sniper Raynor. He's not deserve to die (he got the PreventDeath ability). If you delete this ability, and if he die, the model simply disappear... no dying animation and corpse. If someone know how to use his die animation from the Marine Raynor, it would be great.
and i think you misunderstood my post, hes not allowed to walk after he uses the ability, its part of he ability (not a glitch) which is a good thing, it will make the ability easier to fix (if possible)
But yes.... I havnt bothered to remove the anti-death behaver yet, but if that is the case, until we get a fix, make a trigger, if a player gets the behaver "incapacitated" then kill that unit via trigger. The issuse with this is, other players wont get credit for killing him =/ OR when he dies (with the behaver removed) Simply add a normal raynor unit here and insta kill him for the graphic (or use the add actor model) and place a death model.
I also posted the first problem on the official forums... not a single post =/
-Bump with an update-
I found the Animation we want, its called "Stand unpowered Start" the problem is I tried to make it work by adding a "unbitDeath" event in his actor, to play animation "Stand unpowered Start" but does not work, any tips?
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I found yesterday how to fix the death animation.
On Data Editor :
-> Click on the button "Show table view" to switch to the board type (instead of cells one)
-> Go to RaynorCommando actor (the main one, with an icon)
-> Go to "Combat" tab
-> Go to CActorUnit_DeathArray_ModelLink board
-> Go to "e_deathTypeNormal" (I only use a normal weapon in this map)
-> Change "id" by "MarineRaynorDeath"
Of course, delete the Valerian02_PreventDeath from the Behavior table (Behavior tab of the unit)
For the line bug, I've deleted the Abil.RaynorSnipe.Cursor from the RailgunCursorModel Actor of Raynor. After that, the Actor disappeared from the list and the line was not there during game. I think there is a better way and a solution to fix it, but I didn't found it.
Hmm..
Seems the actor that sets the beam is RailgunCursorModel. Whenever the ability.cursor is ran, it creates this actor. When the actor is created, it sets a reference called ::global.raynorbeam to ::self (aka the location of the cursor).
This global is also referenced in SOpRaynorForwardLaunchGuide,
So as s3rius said, it's linked to the global noted.
I'm not sure what else is used to establish this beam, but I would think if you created copies of the global (e.g. ::global.raynorbeam1, 2, 3) you could give each player the beam and use the same system, but, I haven't tested this.
If anyone else has information regarding this, feel free to put input.
How do you create other globals like that ? I'll try it.
i've tried to make clone of units (so it's clone everything in there, like actors and stuff), but it didn't work. So I presume it don't make any copy of the global.raynorbeam
This isn't super easy, but I bet I will simplify it a lot for you by giving you some steps.
Because I was lazy, on my example map I attached I just duplicated ALL parts of Raynor, not just the pieces needed. If you make a basic duplication of Raynor and his skill, then follow my steps, you'll be able to recreate the results needed I would think.
I went into actors, went to SOPRaynorForwardLaunchGuide, and copy/pasted this.
Then I edited the copy's ::global reference to be to beam2 by going to custom and manually typing ::global.raynorbeam2
Then I went into Raynorcommando Copy, inside Events I found where it ref sets ::global.RaynorCommando. I changed this to ::global.RaynorCommando2.
I then went to the Signal.*.DestroySplat message line and change the target to RaynorSnipeSplat2
I then went to RaynorSnipeSplat (it's created when the above cursormodel is done), and made a copy of it. and changed the Host Site operations so the second entry is my new LaunchGuide Copy.
I then found RailgunCursorModel and copy/pasted to make a new copy, Inside the copy, I first edited the Events to change the reference to my new ::global.raynorbeam2
Then I found the line referring to Raynorsnipesplat, and changed to my new copy of the splat (Raynorsnipesplat2).
In the same line you'll see target: ::global.RaynorCommando , change it ::global.RaynorCommando2
Then I found the ActorDestruction event on the bottom, selected it, and changed the signal target from ::global.RaynorCommando to ::global.RaynorCommando2
I see, so we just have to rename the globals on a copy and that's it. It's not that hard after seeing how it works in fact, now each unit got his own globals.
Well, great thanks for the help !
I'll do that on my map, after understanding why my character don't pick up items in his inventory... T.T (edit : found it, wrong class in the items container).
Xackery your method works great. The tiny problem I'm facing is that on my map, identical units of that same ability are created on the map as it is being played...so all these units will face the same laser sight error.
Does anyone of you know a way to add/edit new globals of which Xackery referred to, trigger-wise?
Greate method Xackery. finnaly made it work. But i still have one problem. On the second Raynor (the copy) when i press the shoot button i get a sniper beam that faces south in addition to the normal aiming sniper beam. This "extra" beam does not appear on my normal Raynor. Only the extra copy. and it seems like no mather what i fix or even when i recopy him its still there.
What could create this extra beam ? and why only on the copy ? If anyone could help it would finnaly make my raynor snipe minigame complete ^^
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Hi everyone (sorry for my english).
I've got a problem with the "Penetrator Round" ability of Raynor. If I put 2 or more Raynor (Sniper) in the map, and if I want to use the Penetrator Round with one of them, the line didn't start from the casting unit, but from an other one (always the same).
http://a.imageshack.us/img823/9976/screenshot2010081021574.jpg
As you can see in this screen, I've selected one of them (the top one), but the line starts from the bottom one... but the range circle is good. When I try it in multiplayer, the line starts from the enemy's Raynor unit (so I can see his position through the fog of war).
The only things I've changed in this skill is damage (100) and cooldown (3).
It's really REALLY annoying, and I don't find how to make the line starts from the good casting unit. I've tried a lot of things, nothing work. I don't mind if someone got a solution which disable it, I just want this bug disappear.
Going out on a limb here, but maybe try making a new copy of Penetrator Round and a new copy of Raynor for each player, see if that works.
@Eiviyn: Go Haha yeah, dirty way to fix it... but not even working :/ I've made a copy for everything (unit, ability, effects, actors, etc.)
The line is stuck to the last created Raynor-type unit (if I create another "Raynor" later on the map, the line bug is transfered to him, but not to another unit type).
It's sad because the skill works fine (bullet is shot by the good unit), it's just a graphic issue.
will this is bad news indeed, I currently have him as a selectable character (theres no way i can copy that ability 14 times!)....Havnt tested it with two people to see this bug in action (just did...ugggg). can any data editor gurus simply find ho to make sure it works for the casting unit?
If I remember correctly something about the penetrator round is linked to global scoped variables. So Raynor, or his position on the map, is probably globally stored. Thus, everytime you place another Raynor, the data will be overwritten and boom.
Well, I don't know how to fix it though, and I could think that Blizzard made it that way because making it multi-unit instanceably is pretty hard to do >.<
@s3rius: Go
thank you VERY much for your reply.
This just dosnt seem good. once the ability is used, the unit can not move, which means the units X and Y are the same from start cast to finish, why cant the ability get the cords of the casting unit and use those?
its times like this that my lack of actor/effect/behavior knowledge upsets me. IF anyone can think of a work around, I would forever be in your debt.
@Molsterr: Go
serious? this isnt mui? NOOOOOOOO!!!!!!
yeah its not =( for the time being im just gana remove the red laser... I just hope someone figures out a way
@Molsterr: Go
the red laser is the reason why its so cool , that sucks
@Jinxxx123: Go
yes i know... it fights in so well.... but I have to go on with the rest of the scripting...if there isnt a wrk around... I duno what we're going to do
@Molsterr: Go
"once the ability is used, the unit can not move" Mmmh... The ability work perfectly here, the only problem I have is the graphic line.
I've found something else with this Sniper Raynor. He's not deserve to die (he got the PreventDeath ability). If you delete this ability, and if he die, the model simply disappear... no dying animation and corpse. If someone know how to use his die animation from the Marine Raynor, it would be great.
@Vigridi: Go
that would be nice to know as well
and i think you misunderstood my post, hes not allowed to walk after he uses the ability, its part of he ability (not a glitch) which is a good thing, it will make the ability easier to fix (if possible)
But yes.... I havnt bothered to remove the anti-death behaver yet, but if that is the case, until we get a fix, make a trigger, if a player gets the behaver "incapacitated" then kill that unit via trigger. The issuse with this is, other players wont get credit for killing him =/ OR when he dies (with the behaver removed) Simply add a normal raynor unit here and insta kill him for the graphic (or use the add actor model) and place a death model.
I also posted the first problem on the official forums... not a single post =/
-Bump with an update-
I found the Animation we want, its called "Stand unpowered Start" the problem is I tried to make it work by adding a "unbitDeath" event in his actor, to play animation "Stand unpowered Start" but does not work, any tips?
I found yesterday how to fix the death animation.
On Data Editor :
-> Click on the button "Show table view" to switch to the board type (instead of cells one)
-> Go to RaynorCommando actor (the main one, with an icon)
-> Go to "Combat" tab
-> Go to CActorUnit_DeathArray_ModelLink board
-> Go to "e_deathTypeNormal" (I only use a normal weapon in this map)
-> Change "id" by "MarineRaynorDeath"
Of course, delete the Valerian02_PreventDeath from the Behavior table (Behavior tab of the unit)
For the line bug, I've deleted the Abil.RaynorSnipe.Cursor from the RailgunCursorModel Actor of Raynor. After that, the Actor disappeared from the list and the line was not there during game. I think there is a better way and a solution to fix it, but I didn't found it.
Hmm..
Seems the actor that sets the beam is RailgunCursorModel. Whenever the ability.cursor is ran, it creates this actor. When the actor is created, it sets a reference called ::global.raynorbeam to ::self (aka the location of the cursor).
This global is also referenced in SOpRaynorForwardLaunchGuide,
So as s3rius said, it's linked to the global noted.
I'm not sure what else is used to establish this beam, but I would think if you created copies of the global (e.g. ::global.raynorbeam1, 2, 3) you could give each player the beam and use the same system, but, I haven't tested this.
If anyone else has information regarding this, feel free to put input.
@Xackery:
How do you create other globals like that ? I'll try it.
i've tried to make clone of units (so it's clone everything in there, like actors and stuff), but it didn't work. So I presume it don't make any copy of the global.raynorbeam
This isn't super easy, but I bet I will simplify it a lot for you by giving you some steps.
Because I was lazy, on my example map I attached I just duplicated ALL parts of Raynor, not just the pieces needed. If you make a basic duplication of Raynor and his skill, then follow my steps, you'll be able to recreate the results needed I would think.
I went into actors, went to SOPRaynorForwardLaunchGuide, and copy/pasted this.
Then I edited the copy's ::global reference to be to beam2 by going to custom and manually typing ::global.raynorbeam2
Then I went into Raynorcommando Copy, inside Events I found where it ref sets ::global.RaynorCommando. I changed this to ::global.RaynorCommando2.
I then went to the Signal.*.DestroySplat message line and change the target to RaynorSnipeSplat2
I then went to RaynorSnipeSplat (it's created when the above cursormodel is done), and made a copy of it. and changed the Host Site operations so the second entry is my new LaunchGuide Copy.
I then found RailgunCursorModel and copy/pasted to make a new copy, Inside the copy, I first edited the Events to change the reference to my new ::global.raynorbeam2
Then I found the line referring to Raynorsnipesplat, and changed to my new copy of the splat (Raynorsnipesplat2).
In the same line you'll see target: ::global.RaynorCommando , change it ::global.RaynorCommando2
Then I found the ActorDestruction event on the bottom, selected it, and changed the signal target from ::global.RaynorCommando to ::global.RaynorCommando2
Looks like it works. Good luck.
@Xackery:
I see, so we just have to rename the globals on a copy and that's it. It's not that hard after seeing how it works in fact, now each unit got his own globals.
Well, great thanks for the help !
I'll do that on my map, after understanding why my character don't pick up items in his inventory... T.T (edit : found it, wrong class in the items container).
Xackery your method works great. The tiny problem I'm facing is that on my map, identical units of that same ability are created on the map as it is being played...so all these units will face the same laser sight error.
Does anyone of you know a way to add/edit new globals of which Xackery referred to, trigger-wise?
Greate method Xackery. finnaly made it work. But i still have one problem. On the second Raynor (the copy) when i press the shoot button i get a sniper beam that faces south in addition to the normal aiming sniper beam. This "extra" beam does not appear on my normal Raynor. Only the extra copy. and it seems like no mather what i fix or even when i recopy him its still there.
What could create this extra beam ? and why only on the copy ? If anyone could help it would finnaly make my raynor snipe minigame complete ^^