I just came back to this little project after a little break, and I still cannot get this bloody morph working correctly!
I think I'm gonna skip the whole thing now anyway, and just try to fix this through triggers and an AI player which the infected gets shared control over.
That seems very nice and tidy, the problem is that I have no idea of what to remove. As you can see there's an absolutely ridiculous amount of events for my units. I'd really like to keep the morphing animation.
I'm working on some other elements for my map as well. One of them being adding more buildings and units. I've just added the Predator for the Terrans, but I can't seem to get the cost or production time to show up no matter what I do. Any idea what's wrong?
I also seem to have forgotten how to make an upgrade a one time research only. A reminder please?
The problem is that there are so incredibly many events. Some of them are required for the morphing animation to display, and I'd prefer to keep it. There is a slightly delay for the morph, as the animation needs some time to play. There's also a delay for the Zerg to Terran morph, but as of right now it doesn't have any animation. The events should be the same as the ones in your "Morph to Infested Civilian"... I think. There's so much data to process that I can't even remember what I've edited.
There are several civilian portraits in the game. They're randomly selected for a civilian and/or colonist when it is created. Normally the unit doesn't morph back into its Terran form, so it was never a problem for Blizzard that there were several portraits. It is on the other hand a problem for me. I think it could be related to the events - events + stuff, but I have no idea of how to lock a specific portrait for a specific colonist. Without creating individual units for each portrait that is, but that would probably just mess up something else.
I may have explained my energy problem a bit poorly. My problem isn't setting the starting energy, I've already set that to 50. My problem is that the unit resets its energy to 50 whenever it changes form. For an example, if my infected colonist morphs into its Zerg form, and regens up to 150 energy, and then morphs back into its Terran form, and then later back to the Zerg form, I want it to start at 150 energy, and not 50 like it is doing now.
I'm a little sceptical towards uploading my map unprotected, as I had a very popular map in SC1 stolen from me. Never got any credit for it...
I've ended up dropping the female Colonist completely.
I now have a male colonist which can change between an infected version, and a Terran form.
It still has the following problems:
1. It still seems to be adding more and more models on top of eachother. Could this be because I've simply modified the morph ability from the campaign?
2. The Terran portrait seems to be pretty much random after a morph.
3. The infected version has max 250 energy, and starts at 50. Every time it morphs it resets to 50 energy. Is there any way I can save the amount of energy it has?
All right! My male colonist is now morphing almost correctly. During the process of morphing from the Zerg form to the Terran form the unit momentarily gets an additional model. Any idea what's wrong?
Edit: Okay I have no idea why, but the female colonist turns into a male one when morphing back into its terran form, despite having it's own unit, actor, models and events for both the Zerg and Terran unit. I've had trouble with the male and female colonist being mysteriously linked before, and I have no idea what is causing this. Any help on how to fix this would be appreciated.
It doesn't really have an animation for the Zerg to Terran morph either. Is there any way I can add an egg or something which it morphs within?
I'm working on an infestation map, and I'm running into a jungle of trouble.
I'm currently stuck trying to figure out how I am supposed alter the events - events + in order to allow my Colonists to morph back and forth between an infected form, and a Terran form. I'm currently experiencing the following problems:
1. When morphing back into the Terran form, the unit's portrait remains as the infected portrait.
2. When morphing back into the Terran form, the unit's audio remains as the infected audio.
3. If the unit morphs into the infected form several times, it will have several models (the amount is equal to the number of morphs) on top of each other, which are out of sync.
4. The little green model of the unit (can't remember what it's called) remains as the infected model after having morphed back into the Terran form.
5. My female colonist turn into male colonists when morphing back into their Terran form.
I hope someone can help me fix these problems. I will be working to solve them myself, but I've been unable to fix all of these problems so far.
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Ugh...
I just came back to this little project after a little break, and I still cannot get this bloody morph working correctly!
I think I'm gonna skip the whole thing now anyway, and just try to fix this through triggers and an AI player which the infected gets shared control over.
@dgh64: Go
That seems very nice and tidy, the problem is that I have no idea of what to remove. As you can see there's an absolutely ridiculous amount of events for my units. I'd really like to keep the morphing animation.
Bump. I still haven't been able to fix the morph :( Help please.
I'm working on some other elements for my map as well. One of them being adding more buildings and units. I've just added the Predator for the Terrans, but I can't seem to get the cost or production time to show up no matter what I do. Any idea what's wrong?
I also seem to have forgotten how to make an upgrade a one time research only. A reminder please?
@Auracy: Go
Yeh, it's a load of information. I didn't create most of it, which is partially why I'm having trouble.
The models are identical. They seem to perform the same actions, just out of sync. For an example, the idle animations are not the same.
Here is the Events - Events + for the Haven Colonist (The Terran form):
http://img340.imageshack.us/img340/5683/eventseventsforhavencol.jpg
and here is the Events - Events + for the Infested Colonist(The Zerg form):
http://img714.imageshack.us/img714/4860/eventseventsforinfested.jpg
The problem is that there are so incredibly many events. Some of them are required for the morphing animation to display, and I'd prefer to keep it. There is a slightly delay for the morph, as the animation needs some time to play. There's also a delay for the Zerg to Terran morph, but as of right now it doesn't have any animation. The events should be the same as the ones in your "Morph to Infested Civilian"... I think. There's so much data to process that I can't even remember what I've edited.
There are several civilian portraits in the game. They're randomly selected for a civilian and/or colonist when it is created. Normally the unit doesn't morph back into its Terran form, so it was never a problem for Blizzard that there were several portraits. It is on the other hand a problem for me. I think it could be related to the events - events + stuff, but I have no idea of how to lock a specific portrait for a specific colonist. Without creating individual units for each portrait that is, but that would probably just mess up something else.
I may have explained my energy problem a bit poorly. My problem isn't setting the starting energy, I've already set that to 50. My problem is that the unit resets its energy to 50 whenever it changes form. For an example, if my infected colonist morphs into its Zerg form, and regens up to 150 energy, and then morphs back into its Terran form, and then later back to the Zerg form, I want it to start at 150 energy, and not 50 like it is doing now.
I'm a little sceptical towards uploading my map unprotected, as I had a very popular map in SC1 stolen from me. Never got any credit for it...
I've ended up dropping the female Colonist completely.
I now have a male colonist which can change between an infected version, and a Terran form.
It still has the following problems:
1. It still seems to be adding more and more models on top of eachother. Could this be because I've simply modified the morph ability from the campaign?
2. The Terran portrait seems to be pretty much random after a morph.
3. The infected version has max 250 energy, and starts at 50. Every time it morphs it resets to 50 energy. Is there any way I can save the amount of energy it has?
All right! My male colonist is now morphing almost correctly. During the process of morphing from the Zerg form to the Terran form the unit momentarily gets an additional model. Any idea what's wrong?
Edit: Okay I have no idea why, but the female colonist turns into a male one when morphing back into its terran form, despite having it's own unit, actor, models and events for both the Zerg and Terran unit. I've had trouble with the male and female colonist being mysteriously linked before, and I have no idea what is causing this. Any help on how to fix this would be appreciated.
It doesn't really have an animation for the Zerg to Terran morph either. Is there any way I can add an egg or something which it morphs within?
I'm working on an infestation map, and I'm running into a jungle of trouble.
I'm currently stuck trying to figure out how I am supposed alter the events - events + in order to allow my Colonists to morph back and forth between an infected form, and a Terran form. I'm currently experiencing the following problems:
1. When morphing back into the Terran form, the unit's portrait remains as the infected portrait.
2. When morphing back into the Terran form, the unit's audio remains as the infected audio.
3. If the unit morphs into the infected form several times, it will have several models (the amount is equal to the number of morphs) on top of each other, which are out of sync.
4. The little green model of the unit (can't remember what it's called) remains as the infected model after having morphed back into the Terran form.
5. My female colonist turn into male colonists when morphing back into their Terran form.
I hope someone can help me fix these problems. I will be working to solve them myself, but I've been unable to fix all of these problems so far.