greetings,
I'm currenty developing a footman frenzy style map with my mate,but we got stuck at a problem
we can't get a decent tech working,means for example:
morphing(teching) a command center into a barracks,i tried alot to get it working,dont know what i did wrong
we would appreciate a solution,which works for every case (warpgate -> stargate,for example)
I'd try taking a look at the supply depo, I don't have the editor in front of me, but I think the supply depo gets "replaced" by the burrowed one, once the animation is done.
To me it seems the supply depot changes its model by defining a different actor (supply depot (lowered) and supply depot (raised) ), so I tried it but it doesn't work :(
If i try to change the model of the CommandCenter using the predefined Command Center - Morph Building (...) ablility it works fine and is even properly animated. So i tried to find the difference between normal morphing and the Command Center-specific one but i don't see the difference...except the actor...but as i said before changing the actor somehow doesn't work when trying to morph the building to those of different races! I've noticed and used the actor for Hatchery Build to make a Command Center a Hatchery but the model doesn't change at all.
In short: How do I switch between MODELS ingame???
yea thats what my initial idea looked like,based on the command center morphs,creating my own morphs,but it simply doesnt work,kaatz managed to get the tech working,but there is no build animation and regardless of which tech i research,the model doesnt change
Unit models are considered "Actors" and the Actor's "Events" data field specifies what conditions cause the actor to come into being (among other things).
In most cases, "UnitBirth" is enough for the actor to appear. Units that are created, whether through ordinary means or through triggers, always send the "UnitBirth" event as a notification that the actor needs to appear. Actors are "destroyed" by a variety of events. I don't really understand most of them but I think the typical cause is "AnimDone.*.Missing"
This isn't the case with "Morph" abilities. Units that "Morph" apparently don't send a "UnitBirth" event, and they apparently don't do whatever it is that makes the actor delete itself either. What this mean is that a morphing unit just keeps it's original actor.
If you look at actor of units such as the Viking, they have seperate actors for each of their morphs. Each actor has events called "AbilMorph.*.Start" and "AbilMorph.*.Finish" And they have terms that check the name of the ability, so when a unit starts casting the Fighter mode morph, the Viking Fighter Actor is deleted. When it is finished, the Viking Assault actor is created. And vice versa.
As for the model which appears in between the morph beginning and ending, some other actor must be responsible, but I can't find it. If you are morphing a Ghost into a Dark Templar though, you probably don't have a suitable model for the transition. You should either make the morph instant, or change the events so that the new actor is created at the same time the existing actor is deleted (probably at the end of the morph).
FYI larva MORPHS into a different unit AND changes model...so it must be possible...and there are actors like "Hatchery Build" but they don't work!
Otherwise a lot of helpful information, will try to look into the events :)
edit: messed around with the events and tried to implement 2 (3 if i count the destroy event) abil.morph for every change of model (Start and Stop). problem is: when i try to add the animation, i can't find any suitable option to fit the morph into another model...
I'm trying to make a tower defense map and want some upgradable towers, so I've been messing around with morphing and stuff. I got the models to change appropriately, however, the new unit does not have any abilities that it should like attack and stop. If I place the unit seperately on the map it works fine, just when i try to morph to it it gets messed up somehow.
I'm stuck at exactly the same place as willie2... The command card doesn't change, I'm also trying to change a photon cannon into a spine crawler and it's messing up the turret.
Actually I have no problem with the Abilities, just with the models! i just created new units with new abilities and when they morph, they change abilities as wanted.
I'm at work now, but when i return home I'll post a screenshot of my data so you can compare. I would be very pleased if you could tell me how you managed to get the model to change.
I ended up doing a lot of finagling with the actors but I think what got the models to change correctly (at least for me) was to add an event on the actor for the first tower:
(AbilMorph.*.Start > MorphFrom: LaserCannon , MorphTo: LaserCannon 2 > Destroy)
that gets rid of the model (or actor?) from the first cannon.
Then on the second tower (LaserCannon2) I added an event to it's actor:
(AbilMorph.*.Start > MorphFrom: LaserCannon , MorphTo: LaserCannon 2 > Create).
I don't have any animations for in-between the morphs though.
For inbetween morphs you just make an actor for the morph and give it a model that has the animation you want. Stick a Create event on it base in the AbilMorph.*.Start and a destroy on its AbilMorph.*.finish so it just appears for the duration of the morph.
I figured this out by looking at the siege tank specifically. For a morph you need:
Start Actor <- add a Destroy event based on the morph start
Morphing Actor <- add a Create event based on the morph start and add a Destroy event based on the morph finish
End Actor <- add a Create event based on the morph finish
For the morphing I am using the protoss warping effects as they look cool and hide the fact that the new model just appears afterwards.
That is just for the animations and models of course. The actual morph needs a morph ability which will perform the morph on everything but the actor but you seem to have that part figured out. Explaining this editor in words is really hard...
Could you post what you did, like a walkthrough? I am missing something with the abilities. The unit morphs correctly into the other unit, it is just void of any abilities or weapons or anything on the command card.
For inbetween morphs you just make an actor for the morph and give it a model that has the animation you want. Stick a Create event on it base in the AbilMorph.*.Start and a destroy on its AbilMorph.*.finish so it just appears for the duration of the morph.
I figured this out by looking at the siege tank specifically. For a morph you need:
Start Actor <- add a Destroy event based on the morph start Morphing Actor <- add a Create event based on the morph start and add a Destroy event based on the morph finish End Actor <- add a Create event based on the morph finish
For the morphing I am using the protoss warping effects as they look cool and hide the fact that the new model just appears afterwards.
That is just for the animations and models of course. The actual morph needs a morph ability which will perform the morph on everything but the actor but you seem to have that part figured out. Explaining this editor in words is really hard...
I figured it was something like that, I just couldn't find that actor for the viking for some reason.
Guide to morph one building into another, step-by-step!
Example: Barracks -> CC
1. We have to create an ability for the morph itself. I'm going to do so by copying the values of the ability "Command Center - Upgrade To Planetary Fortress" but any other morph ability works too.
2. Then were going to adjust the values to fit our needs. I've marked them on the screenshot.
2.1 Go to the Commands+ field. We have to add a build button to the execute value and you can add any requirements you wish for the morph. For the example, I added the Build Command Center button and removed any requirements to let me morph whenever I have the necessary resources.
2.2 Now we're going to define the Cost of the Ability by editing the Cost+ field. It's all up to you what your morphing will cost, mine costs nothing at all.
2.3 With this step we determine the actual result of our morph and its duration. We go to the Info+ field and set the unit to the one we want to have after the morph is finished. In the durations field you just set Ablilities Delay ,Actor Duration and Stats Delay to the same value to set the time the morph will take.
3. Now we add the ability we just created, in my case MorphBarracksToCC, to the unit that should be morphed into another. So change to the Unit tab and select the unit thats going to receive the ability. Then just add the Ability to the abilities+ field.
3.1 Let's add a button to the CommandCard to let the morph take place when we click it. Go to CommandCard+ and create a new one with the button you like and set Command Type to Ability Command, Ability to the created ability and Ability Command to Build...(the new building). Now the button is functional and all thats left is to add the events to the actors.
@willie2 if your abilities don't work after morphing this is where you should look and check the buttons for the correct values at both units!!
4. Now thats where the magic happens and i failed MANY times before it turned out to be extremely easy :)
Change to the Actors tab and select the actor of the first building. Now go to the Events+ Field and add the marked ones from the screenshot (modify "morph from" and "morph to" to fit your needs).
edit: Actually you only need the AbilMorph.*.Finish event with the destroy immediate trigger to make it work. But if I remember correctly i got issues with some morphs, could be my imagination though :)
4.1 Thats the final step: Select the actor of the second building and add this single event. Thats it.
Now if you followed my instructions, the building will change its model and abilities after the morph is complete.
greetings, I'm currenty developing a footman frenzy style map with my mate,but we got stuck at a problem we can't get a decent tech working,means for example: morphing(teching) a command center into a barracks,i tried alot to get it working,dont know what i did wrong we would appreciate a solution,which works for every case (warpgate -> stargate,for example)
cheers
I'd try taking a look at the supply depo, I don't have the editor in front of me, but I think the supply depo gets "replaced" by the burrowed one, once the animation is done.
hmmm i tried some things with your supply depot,but i couldnt get it working either
Hi, i'm the mate ripperlord was speaking of ^^
To me it seems the supply depot changes its model by defining a different actor (supply depot (lowered) and supply depot (raised) ), so I tried it but it doesn't work :(
If i try to change the model of the CommandCenter using the predefined Command Center - Morph Building (...) ablility it works fine and is even properly animated. So i tried to find the difference between normal morphing and the Command Center-specific one but i don't see the difference...except the actor...but as i said before changing the actor somehow doesn't work when trying to morph the building to those of different races! I've noticed and used the actor for Hatchery Build to make a Command Center a Hatchery but the model doesn't change at all.
In short: How do I switch between MODELS ingame???
thx in advance
does no one have a idea how to upgrade one building into another? it cant be so hard
Take a look at the command center morphs?
yea thats what my initial idea looked like,based on the command center morphs,creating my own morphs,but it simply doesnt work,kaatz managed to get the tech working,but there is no build animation and regardless of which tech i research,the model doesnt change
@Ripperlord: Go
Unit models are considered "Actors" and the Actor's "Events" data field specifies what conditions cause the actor to come into being (among other things). In most cases, "UnitBirth" is enough for the actor to appear. Units that are created, whether through ordinary means or through triggers, always send the "UnitBirth" event as a notification that the actor needs to appear. Actors are "destroyed" by a variety of events. I don't really understand most of them but I think the typical cause is "AnimDone.*.Missing"
This isn't the case with "Morph" abilities. Units that "Morph" apparently don't send a "UnitBirth" event, and they apparently don't do whatever it is that makes the actor delete itself either. What this mean is that a morphing unit just keeps it's original actor.
If you look at actor of units such as the Viking, they have seperate actors for each of their morphs. Each actor has events called "AbilMorph.*.Start" and "AbilMorph.*.Finish" And they have terms that check the name of the ability, so when a unit starts casting the Fighter mode morph, the Viking Fighter Actor is deleted. When it is finished, the Viking Assault actor is created. And vice versa.
As for the model which appears in between the morph beginning and ending, some other actor must be responsible, but I can't find it. If you are morphing a Ghost into a Dark Templar though, you probably don't have a suitable model for the transition. You should either make the morph instant, or change the events so that the new actor is created at the same time the existing actor is deleted (probably at the end of the morph).
FYI larva MORPHS into a different unit AND changes model...so it must be possible...and there are actors like "Hatchery Build" but they don't work!
Otherwise a lot of helpful information, will try to look into the events :)
edit: messed around with the events and tried to implement 2 (3 if i count the destroy event) abil.morph for every change of model (Start and Stop). problem is: when i try to add the animation, i can't find any suitable option to fit the morph into another model...
i'm sure someone can help me :)
thx
I'm trying to make a tower defense map and want some upgradable towers, so I've been messing around with morphing and stuff. I got the models to change appropriately, however, the new unit does not have any abilities that it should like attack and stop. If I place the unit seperately on the map it works fine, just when i try to morph to it it gets messed up somehow.
Any advice would be nice thanks :)
I'm stuck at exactly the same place as willie2... The command card doesn't change, I'm also trying to change a photon cannon into a spine crawler and it's messing up the turret.
Actually I have no problem with the Abilities, just with the models! i just created new units with new abilities and when they morph, they change abilities as wanted. I'm at work now, but when i return home I'll post a screenshot of my data so you can compare. I would be very pleased if you could tell me how you managed to get the model to change.
thx
I ended up doing a lot of finagling with the actors but I think what got the models to change correctly (at least for me) was to add an event on the actor for the first tower:
(AbilMorph.*.Start > MorphFrom: LaserCannon , MorphTo: LaserCannon 2 > Destroy) that gets rid of the model (or actor?) from the first cannon.
Then on the second tower (LaserCannon2) I added an event to it's actor: (AbilMorph.*.Start > MorphFrom: LaserCannon , MorphTo: LaserCannon 2 > Create). I don't have any animations for in-between the morphs though.
For inbetween morphs you just make an actor for the morph and give it a model that has the animation you want. Stick a Create event on it base in the AbilMorph.*.Start and a destroy on its AbilMorph.*.finish so it just appears for the duration of the morph.
I figured this out by looking at the siege tank specifically. For a morph you need:
Start Actor <- add a Destroy event based on the morph start Morphing Actor <- add a Create event based on the morph start and add a Destroy event based on the morph finish End Actor <- add a Create event based on the morph finish
For the morphing I am using the protoss warping effects as they look cool and hide the fact that the new model just appears afterwards.
That is just for the animations and models of course. The actual morph needs a morph ability which will perform the morph on everything but the actor but you seem to have that part figured out. Explaining this editor in words is really hard...
Thx guys this was the major breakthrough :)
Got it working with both, model and ablilties!
Could you post what you did, like a walkthrough? I am missing something with the abilities. The unit morphs correctly into the other unit, it is just void of any abilities or weapons or anything on the command card.
Thanks
I figured it was something like that, I just couldn't find that actor for the viking for some reason.
going to sleep now, will post a guide with screenshots tomorrow after work (or at lunch break)^^
GUIDE
Guide to morph one building into another, step-by-step!
Example: Barracks -> CC
1. We have to create an ability for the morph itself. I'm going to do so by copying the values of the ability "Command Center - Upgrade To Planetary Fortress" but any other morph ability works too.
2. Then were going to adjust the values to fit our needs. I've marked them on the screenshot.
2.1 Go to the Commands+ field. We have to add a build button to the execute value and you can add any requirements you wish for the morph. For the example, I added the Build Command Center button and removed any requirements to let me morph whenever I have the necessary resources.
2.2 Now we're going to define the Cost of the Ability by editing the Cost+ field. It's all up to you what your morphing will cost, mine costs nothing at all.
2.3 With this step we determine the actual result of our morph and its duration. We go to the Info+ field and set the unit to the one we want to have after the morph is finished. In the durations field you just set Ablilities Delay ,Actor Duration and Stats Delay to the same value to set the time the morph will take.
3. Now we add the ability we just created, in my case MorphBarracksToCC, to the unit that should be morphed into another. So change to the Unit tab and select the unit thats going to receive the ability. Then just add the Ability to the abilities+ field.
3.1 Let's add a button to the CommandCard to let the morph take place when we click it. Go to CommandCard+ and create a new one with the button you like and set Command Type to Ability Command, Ability to the created ability and Ability Command to Build...(the new building). Now the button is functional and all thats left is to add the events to the actors.
@willie2 if your abilities don't work after morphing this is where you should look and check the buttons for the correct values at both units!!
4. Now thats where the magic happens and i failed MANY times before it turned out to be extremely easy :) Change to the Actors tab and select the actor of the first building. Now go to the Events+ Field and add the marked ones from the screenshot (modify "morph from" and "morph to" to fit your needs).
edit: Actually you only need the AbilMorph.*.Finish event with the destroy immediate trigger to make it work. But if I remember correctly i got issues with some morphs, could be my imagination though :)
4.1 Thats the final step: Select the actor of the second building and add this single event. Thats it.
Now if you followed my instructions, the building will change its model and abilities after the morph is complete.
I hope this helps :D
works great, thanks a lot
I've run into a problem when using the exact same stuff to morph a tower into a second tower though :(
my tower looses it's weapons (aso not displayed in the ui at the bottom) when upgraded. if i place the upgraded tower via the map editor it shoots.
have been at it since roughly 1.5 hours now and ran out of ideas :O