I'm making a duplicated Supply Depot, I have duplicated the unit and the actor. The actor has been assigned to my new unit called a "Support Depot", and I changed all the units models and sounds to the Supply Depot settings.
In the actor events, I modified this:
UnitConstruction.SupportDepot.Start
-Create SupplyDepotBuild
When I set the actor to use the "Support Depot", this event defaulted the event to "Create SupportDepotBuild", so I modified it to use SupplyDepotBuild.
The problem is that when I construct my new Support Depot, the building instantly appears completed and it overlays the build animation on top of that. When you build the default Supply Depot, there is nothing there to being with as it drops a little techno-nugget on the ground that builds into a Supply Depot.
I've been comparing the actor events back and forth between the default Supply Depot and my new "Support Depot" and I can't figure out what should be set so that the building does not appear completed as soon as construction begins. Building construction is pretty basic, so I'm hoping someone can point out the event that isn't correct. Thanks!
Well, I don't see any skills called "Under Construction", but I do see "Build in Progress" in abilities for all the default structures. I have "Build in Progress" as the only skill for my new Depot structure and the building still appears completely built as soon as I start constructing. :(
The problem is that when I construct my new Support Depot, the building instantly appears completed and it overlays the build animation on top of that. When you build the default Supply Depot, there is nothing there to being with as it drops a little techno-nugget on the ground that builds into a Supply Depot.
Well a workaround would be to set the the "Art - Model (Build)" in your units actor to invisible. The problem is with that the transition from the construction model to the unit model doesn´t match 100% percent. There is a small delay between.
Maybe anyone else has a better solution to this problem?
Well a workaround would be to set the the "Art - Model (Build)" in your units actor to invisible. The problem is with that the transition from the construction model to the unit model doesn´t match 100% percent. There is a small delay between.
Maybe anyone else has a better solution to this problem?
For each building you need the following:
- The actor for the building. Both the Model and Model (Build) fields should be set to the regular model for the building. The actor should be Based On either Zerg Building, Terran Building, or Protoss Building.
- A "build" actor. This should be a Model type actor based on "Zerg Building Build", "Terran Building Build", etc. The identifier for this actor should be the same as the building actor with "Build" at the end, if it's named anything different you will need to edit the building actor's events. The Model for this actor should be the one with "build" in the name, i.e." Ghost Academy (Build)" although using the default model works fine in most cases.
- A progress actor. Open up "Terran Construction" (etc.), edit the events, and add your own build ability to the list.
Doing buildings is counterintuitive at first and I haven't seen many maps do it correctly but it's actually quite easy.
Thanks for resurrecting this thread, I had given up on getting an answer.
@RileyStarcraft: You tha man! I had the building actors and events set up within the actor and build actor, but I had no clue about the "Terran Construction" progress actor. I set up my build ability in there and now everything works.
I'm having the same problem and I can't seem to resolve it by what's posted ITT. My problem is with my Laser Tower. If someone could look at this I'd greatly appreciate it
The Pop Up Turret model doesn't have an associated build animation. The progress actor tries to make it play "Build A Start, Build A Stand" and so on but since the model doesn't have those animations it just plays "Stand."
Thanks! That solved MY issue. The ability is called "Build in Progress", but I bet that's what you meant. I was trying to make a Marine build a Viking. The Viking would show up and be controllable immediately without the 5 sec timer I had set for it. A quick peek at the abilities on the Viking and that was it. Thanks again!
I'm sorry for resurrecting this thread yet again, but I have the exact same issue as wonderbooze and I didn't quite understand how to fix it. What exactly do I have to add to Terran Construction, and where?
Wow, this really helped.
Nice work WonderBooze & RileyStarcraft.
Is it just me, or is there a real failure by Blizzard to show all linked objects from any object?
When I look at a unit object I expect to be able to see every X/Y/Z it links directly to, and then every M/N/O by implication through X/Y/Z, and so on.
It's a hidden web of objects without any overall map or context-based map.
Is there a project to map it?
Knowing about the Terran Construction actor is fundamental yet it cannot easily be found from the objects that one would expect to refer to it. I suppose it IS listed under the SCV, but I'd expect it most logically found under the unit object of the building itself. Computer Science purity aside, is there a reason not to have 'redundant' links' to make things clearer if not a full object-model viewer?
Presumably people spent a loooonnnnggggg time doing searches for stuff, I'd like to shake 'em by the yarbles.
Well, once you understand how everything fits together, it's not really that hard to follow. But there's definitely a steep learning curve to it. Really the best way to learn is just to see how Blizzard did various things.
The linked object list does tend to miss links which are made via custom actor events. Really when in doubt you should just take a look at the actor events and go from there. Don't forget that macros can add events too.
And then there are the outliers like the progress actors which you kind of have to stumble on. I think I figured it out just by typing "construction" in the search box and looking through what turned up.
I'm making a duplicated Supply Depot, I have duplicated the unit and the actor. The actor has been assigned to my new unit called a "Support Depot", and I changed all the units models and sounds to the Supply Depot settings.
In the actor events, I modified this: UnitConstruction.SupportDepot.Start -Create SupplyDepotBuild
When I set the actor to use the "Support Depot", this event defaulted the event to "Create SupportDepotBuild", so I modified it to use SupplyDepotBuild.
The problem is that when I construct my new Support Depot, the building instantly appears completed and it overlays the build animation on top of that. When you build the default Supply Depot, there is nothing there to being with as it drops a little techno-nugget on the ground that builds into a Supply Depot.
I've been comparing the actor events back and forth between the default Supply Depot and my new "Support Depot" and I can't figure out what should be set so that the building does not appear completed as soon as construction begins. Building construction is pretty basic, so I'm hoping someone can point out the event that isn't correct. Thanks!
You deleted "Under construction" from abilities, I'd wager.
Well, I don't see any skills called "Under Construction", but I do see "Build in Progress" in abilities for all the default structures. I have "Build in Progress" as the only skill for my new Depot structure and the building still appears completely built as soon as I start constructing. :(
Well a workaround would be to set the the "Art - Model (Build)" in your units actor to invisible. The problem is with that the transition from the construction model to the unit model doesn´t match 100% percent. There is a small delay between.
Maybe anyone else has a better solution to this problem?
For each building you need the following:
- The actor for the building. Both the Model and Model (Build) fields should be set to the regular model for the building. The actor should be Based On either Zerg Building, Terran Building, or Protoss Building.
- A "build" actor. This should be a Model type actor based on "Zerg Building Build", "Terran Building Build", etc. The identifier for this actor should be the same as the building actor with "Build" at the end, if it's named anything different you will need to edit the building actor's events. The Model for this actor should be the one with "build" in the name, i.e." Ghost Academy (Build)" although using the default model works fine in most cases.
- A progress actor. Open up "Terran Construction" (etc.), edit the events, and add your own build ability to the list.
Doing buildings is counterintuitive at first and I haven't seen many maps do it correctly but it's actually quite easy.
"Under Construction" is a behaviour, I think.
@Zarakk: Go
Thanks for resurrecting this thread, I had given up on getting an answer.
@RileyStarcraft: You tha man! I had the building actors and events set up within the actor and build actor, but I had no clue about the "Terran Construction" progress actor. I set up my build ability in there and now everything works.
I'm having the same problem and I can't seem to resolve it by what's posted ITT. My problem is with my Laser Tower. If someone could look at this I'd greatly appreciate it
http://www.maulware.net/files/TDWIP.SC2Map
The Pop Up Turret model doesn't have an associated build animation. The progress actor tries to make it play "Build A Start, Build A Stand" and so on but since the model doesn't have those animations it just plays "Stand."
@Eiviyn: Go
Thanks! That solved MY issue. The ability is called "Build in Progress", but I bet that's what you meant. I was trying to make a Marine build a Viking. The Viking would show up and be controllable immediately without the 5 sec timer I had set for it. A quick peek at the abilities on the Viking and that was it. Thanks again!
I'm sorry for resurrecting this thread yet again, but I have the exact same issue as wonderbooze and I didn't quite understand how to fix it. What exactly do I have to add to Terran Construction, and where?
Well, once you understand how everything fits together, it's not really that hard to follow. But there's definitely a steep learning curve to it. Really the best way to learn is just to see how Blizzard did various things.
The linked object list does tend to miss links which are made via custom actor events. Really when in doubt you should just take a look at the actor events and go from there. Don't forget that macros can add events too.
And then there are the outliers like the progress actors which you kind of have to stumble on. I think I figured it out just by typing "construction" in the search box and looking through what turned up.