An updated version that does not utilize raw XML editing and is in the GalaxyEditor can be found here.
I wrote up a pdf, with attached files required for the Uberlisk if any questions are following after reading it / rebuild, construct reverse-engi etc. write here or irc
the files include not up-to-date datas so use them via extra folder
in the pdf it is explained how to create a Uberlisk (not directly step-by-step but should give you the right way) with 1 spinecrawler
Attachment Requirements:
To read the "made-of" a pdf-reader
I have been able to partially create the Uberlisk using the Data Editor in GE. I am till having issues getting the actual Spine Crawler Tentacle animation to play right but the sounds and damage from them work.
You can see it in action here: (not sure how to embed a video on this forum)
Maybe you can tell me how you managed to get the spine crawlers to attach, i have not really been having any issues with the animation but mostly the attachment of the spine crawlers
You can check out my project uberlisk legends and perhaps give me some feed back :D
i have some theory's on how to make the spines go outward to the target (currently testing)
That took a little working. You see whatever model was being used for the XML Guide had different Attachment Points setup on it then the Ultralisk Model that comes with the GE.
The XML Guide calls for having the Spine Crawler attach via the SOpAttachWeapon commands however there are no Weapon Attachment Points on the Ultralisk Model.
There are however 9 Target Points (I was told that these are usually used as point to show damage like blood spraying out on the unit). So in order to attach the Spine Crawlers I would have to use these Target Attachment Points instead. Problem is that the GE only has one target attachment command (SOpAttachTarget) and this would only allow me the use the Ultralisk Models e_attachTarget Point and none of the others.
To get around this I made duplicates of the SOpAttachTarget command and associated them to the other possible Target Points.
For my Uberlisk I ended up using the Points Target, Target1, Target7, Target8, and Head (Head is actually it's own command called SOpAttachHead)
Once I had the ability to tell it to attach the Actors (the Spine Crawler Model Additions) to the separate Target locations they appeared just find. Still have had no luck on getting the tentacles of the Spin Crawlers to actually shot out though.
I am in the works of typing up a Step-by-Step Guide on how to do this within the Data Editor (that is attaching one model to the other).
Also I know that at BlizzCon they said they made this whole thing using just the Data Editor but a lot on the headache I had with this would have been solved if I just copied the Ultralisk Model into something like 3dMax, added my own Attachment Points and this imported it back in. :p
Thanks this helps tons, i knew that the uberlisk had no hard points but i did try to bypass this in countless ways but it's nice to finally know you found a solution
I can't say how much this has helped me, in almost 5 minites and 2 line changes and some copy paste work, i managed to get the uberlisk spine crawler to appear on top of it. All thanks to you.
Now for the next step getting the uberlisk spine crawler + normal attack to work together with out the unit pausing >_>;
Alpha 22, shows off it pretty well, I'm still trying to find some way to get the spine crawlers to extend to the target unit.
I currently only hooked 2 spine crawlers into the newest alpha, but it works :).
I'm having the opposite issue, I cannot for the life of me get the ultralisk to attack(melee) while the spines go to work. Maybe you can figure out how to get the spines to attack through my test map, did a lot of copy pasting, mpq editing etc etc to get it to work... couldn't explain it for the life of me. It's easy to attach the spines though, if mrm3fan doesn't get a guide up soon I'll write one.
I'm not entirely sure what you did to make the attack extend outward but good job :D
i hope you can explain the steps to achieve this effect (i looked around in your example map but did not see what exactly made it work)
i did copy 1 of it over to my map to see the differences and see if i could narrow down what exactly made it extend ._.;
you can look at my map and just point what terms i need to add to make it extend :D.
and yes getting rid of the linked cool down flags should fix your melee issues.
We Uberlisk Creators, should all get on mirc and Contribute to the guide to fix any issues others might be having and help one anther to make the guide.
I mean, if you look at my example map, i had a bare bones uberlisk for a while, i had the issue with attachments mostly, that was solved thanks to mrm3fan Pointing out that They used target points, while my uberlisk had barely any issues while attacking with melee, it had the same animation extending issue as mrm3fan. but you managed to solve that. but i was unable to isolate what exactly you need to add to make it extend. *talking about bare bones*
i have a theory I'm going test once, i revert my map to alpha 22 to undo all the changes (uberlisk implodes right now, really buggy it's pretty funny).
I'm not entirely sure what you did to make the attack extend outward but good job :D
i hope you can explain the steps to achieve this effect (i looked around in your example map but did not see what exactly made it work)
i did copy 1 of it over to my map to see the differences and see if i could narrow down what exactly made it extend ._.;
you can look at my map and just point what terms i need to add to make it extend :D.
and yes getting rid of the linked cool down flags should fix your melee issues.
We Uberlisk Creators, should all get on mirc and Contribute to the guide to fix any issues others might be having and help one anther to make the guide.
I mean, if you look at my example map, i had a bare bones uberlisk for a while, i had the issue with attachments mostly, that was solved thanks to mrm3fan Pointing out that They used target points, while my uberlisk had barely any issues while attacking with melee, it had the same animation extending issue as mrm3fan. but you managed to solve that. but i was unable to isolate what exactly you need to add to make it extend. *talking about bare bones*
i have a theory I'm going test once, i revert my map to alpha 22 to undo all the changes (uberlisk implodes right now, really buggy it's pretty funny).
I did take a crack on trying to get yours to work, because it seemed like you were missing the whole weapon mechanism, it imploded a couple of times, but I never got it to take.
Ive been messing around with this since GE came out and I cant get anything working perfectly. Someone Write a guide of what they have so far so we can all be on the same page.
Sorry about the lack of response. I am still typing up what is really needed to do all this. Keep in mind I mad a lot of crap that wasn't needed when doing all my testing so trying to recreate the Uberlisk with only what is needed to get it to work. I am also "still" trying to figure out why my Tentacles are not shooting out. I have been looking over Anonymoose's map and have yet to determine the difference between them that makes his work and mine not to.
I will keep you all posted on a Guide on doing this from scratch. :)
OK I resolved Anonymoose problem with his Uberlisk not doing his Melee attacks. All you have to do is remove the "Can Initiate Attack" option from Options for the UltraliskRange Weapons. In testing this the Spine Crawlers still attack anything that gets within range but the Uberlisk will still do it's Melee attack (Kaiser Blades) if anything manages to get that close to it...lol!
Also I figured out my issues with the tentacles not shooting out. Had to do with my UltraliskRangeLMWeapon Actors and an Event I was missing. This however had caused a new problem. The Tentacles don't seem to fully retract back after they attack and nothing else is around to attack. Think this is a range or timing setting I need to track down.
An updated version that does not utilize raw XML editing and is in the GalaxyEditor can be found here.
I wrote up a pdf, with attached files required for the Uberlisk if any questions are following after reading it / rebuild, construct reverse-engi etc. write here or irc
the files include not up-to-date datas so use them via extra folder
in the pdf it is explained how to create a Uberlisk (not directly step-by-step but should give you the right way) with 1 spinecrawler
Attachment Requirements: To read the "made-of" a pdf-reader
Hello, can you please explain how do i use this XML files, or better how to do all this in data editor?
This. A tutorial making (or explaining how to add units to other units) an uberlisk in the galaxy editor would be amazing
I have been able to partially create the Uberlisk using the Data Editor in GE. I am till having issues getting the actual Spine Crawler Tentacle animation to play right but the sounds and damage from them work.
You can see it in action here: (not sure how to embed a video on this forum)
I have most of it done too, but I'm not sure how to get the Spine Crawler model attached properly.
@mrm3fan: Go
Maybe you can tell me how you managed to get the spine crawlers to attach, i have not really been having any issues with the animation but mostly the attachment of the spine crawlers
You can check out my project uberlisk legends and perhaps give me some feed back :D
i have some theory's on how to make the spines go outward to the target (currently testing)
@Pychnight: Go
That took a little working. You see whatever model was being used for the XML Guide had different Attachment Points setup on it then the Ultralisk Model that comes with the GE.
The XML Guide calls for having the Spine Crawler attach via the SOpAttachWeapon commands however there are no Weapon Attachment Points on the Ultralisk Model.
There are however 9 Target Points (I was told that these are usually used as point to show damage like blood spraying out on the unit). So in order to attach the Spine Crawlers I would have to use these Target Attachment Points instead. Problem is that the GE only has one target attachment command (SOpAttachTarget) and this would only allow me the use the Ultralisk Models e_attachTarget Point and none of the others.
To get around this I made duplicates of the SOpAttachTarget command and associated them to the other possible Target Points. For my Uberlisk I ended up using the Points Target, Target1, Target7, Target8, and Head (Head is actually it's own command called SOpAttachHead)
Once I had the ability to tell it to attach the Actors (the Spine Crawler Model Additions) to the separate Target locations they appeared just find. Still have had no luck on getting the tentacles of the Spin Crawlers to actually shot out though.
I am in the works of typing up a Step-by-Step Guide on how to do this within the Data Editor (that is attaching one model to the other). Also I know that at BlizzCon they said they made this whole thing using just the Data Editor but a lot on the headache I had with this would have been solved if I just copied the Ultralisk Model into something like 3dMax, added my own Attachment Points and this imported it back in. :p
@mrm3fan: Go
Thanks this helps tons, i knew that the uberlisk had no hard points but i did try to bypass this in countless ways but it's nice to finally know you found a solution
I can't say how much this has helped me, in almost 5 minites and 2 line changes and some copy paste work, i managed to get the uberlisk spine crawler to appear on top of it. All thanks to you.
Now for the next step getting the uberlisk spine crawler + normal attack to work together with out the unit pausing >_>;
mrm3fan, I'd love to see your guide when you do it. Whenever you're finished, please post it up in this forum so we can all see it!
Also, if any one wants to know how to do this you can check out my map
http://www.sc2mapster.com/maps/uber-l/files/5-uberlisk-legends/
Alpha 22, shows off it pretty well, I'm still trying to find some way to get the spine crawlers to extend to the target unit.
I currently only hooked 2 spine crawlers into the newest alpha, but it works :).
I'm having the opposite issue, I cannot for the life of me get the ultralisk to attack(melee) while the spines go to work. Maybe you can figure out how to get the spines to attack through my test map, did a lot of copy pasting, mpq editing etc etc to get it to work... couldn't explain it for the life of me. It's easy to attach the spines though, if mrm3fan doesn't get a guide up soon I'll write one.
I haven't tested it, but try unchecking linked cooldown in the flags.
@Anonymoose: Go
I'm not entirely sure what you did to make the attack extend outward but good job :D
i hope you can explain the steps to achieve this effect (i looked around in your example map but did not see what exactly made it work)
i did copy 1 of it over to my map to see the differences and see if i could narrow down what exactly made it extend ._.;
you can look at my map and just point what terms i need to add to make it extend :D.
and yes getting rid of the linked cool down flags should fix your melee issues.
We Uberlisk Creators, should all get on mirc and Contribute to the guide to fix any issues others might be having and help one anther to make the guide.
I mean, if you look at my example map, i had a bare bones uberlisk for a while, i had the issue with attachments mostly, that was solved thanks to mrm3fan Pointing out that They used target points, while my uberlisk had barely any issues while attacking with melee, it had the same animation extending issue as mrm3fan. but you managed to solve that. but i was unable to isolate what exactly you need to add to make it extend. *talking about bare bones*
i have a theory I'm going test once, i revert my map to alpha 22 to undo all the changes (uberlisk implodes right now, really buggy it's pretty funny).
I've tried, I've changed a lot of settings but just can't get it to work.
I did take a crack on trying to get yours to work, because it seemed like you were missing the whole weapon mechanism, it imploded a couple of times, but I never got it to take.
Ive been messing around with this since GE came out and I cant get anything working perfectly. Someone Write a guide of what they have so far so we can all be on the same page.
I might update this soon - if no one else writes one - if i get another actor related thing working
mrm3fan said he was going to, but he hasn't posted back since.
@Sixen: Go
Sorry about the lack of response. I am still typing up what is really needed to do all this. Keep in mind I mad a lot of crap that wasn't needed when doing all my testing so trying to recreate the Uberlisk with only what is needed to get it to work. I am also "still" trying to figure out why my Tentacles are not shooting out. I have been looking over Anonymoose's map and have yet to determine the difference between them that makes his work and mine not to.
I will keep you all posted on a Guide on doing this from scratch. :)
No worries, can't wait to see what you whip up though, ;).
OK I resolved Anonymoose problem with his Uberlisk not doing his Melee attacks. All you have to do is remove the "Can Initiate Attack" option from Options for the UltraliskRange Weapons. In testing this the Spine Crawlers still attack anything that gets within range but the Uberlisk will still do it's Melee attack (Kaiser Blades) if anything manages to get that close to it...lol!
Also I figured out my issues with the tentacles not shooting out. Had to do with my UltraliskRangeLMWeapon Actors and an Event I was missing. This however had caused a new problem. The Tentacles don't seem to fully retract back after they attack and nothing else is around to attack. Think this is a range or timing setting I need to track down.