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    posted a message on Retain Ability Actor Scale During Morph?

    A bit of a small issue I've been stuck at for a while (and didn't want to post about since I had previously made a similar thread re: Morph abilities), but I've currently been trying to create an Actor that goes through Birth-Stand-Death while a unit is using a Morph ability. My previous issue with Morphing was due to changing Actor scale rather than Model scale, but in this case, even though the Model [Grub Transform (Model) in the attached file] is unchanged in scale as both a Model and Actor, and Auto Scale is set to 0, it changes in scale drastically when the Morph ability is completed, either dramatically shrinking or growing in size.

    If it just turns out that this isn't the way you're supposed to achieve the effect I'm aiming for (having a Morphing unit turn into an egg while the Morph is taking place), I may consider just having the egg be a temporary, uncontrollable unit with no collision that is created at the point where the unit uses the Morph ability, or even having the unit instead Morph into the egg unit, which then has a Behavior that triggers an Issue Order effect on it that causes it to turn into the desired unit (although the problem with this one might be that it would look a bit weird for an egg to hatch, disappear, and then have a unit instantly pop into existence where it used to be). However, I'd like to see if the method I'm trying right now is possible, because it's a lot simpler!

    Posted in: Data
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    posted a message on Temporary Taunt

    @Kloupz: Go

    Hmm, I guess a more straightforward way to ask would be, is there a way (through Triggers or Data) to make a character affected by a Behavior/Effect/etc. acquire the caster of that Behavior/Effect/etc.? The main difference I've found between having an (AI) unit attack somebody with an Issue Order: Attack and simply having them Acquire something due to Acquire Range/Target Sorts/etc., is that upon Acquiring something, the unit will always return to its original leash location, whereas the unit that was forced to attack through an Issue Order will change its leash location to the point where it was last ordered to attack.

    I think I'll look into what you've suggested (as far as saving origin points in a local variable goes), if there are any tutorials for that in the Triggers forums, but I may also try to see if custom Target Sorts can be created to prioritize units with certain Behaviors, and if a unit's Target Sorts can be dynamically changed (most likely through Triggers).

    EDIT: Another short-term solution I might look into in the meantime is simply having the units I'm working with be incapable of moving. The intention was to have them stationed at certain points that the player must fight their way through, and since the player is meant to come to them, giving them the ability to move around freely isn't necessary. Of course I'll look into the solution you've proposed as soon as I'm able to, though!

    Posted in: Data
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    posted a message on Temporary Taunt

    The good news is, both of these work to some extent! The taunted unit attacks the taunter, and when the taunt wears off, they go back to business as usual.

    The only problem seems to be, that even though leash rules are maintained (if the taunted unit is brought outside of its leash radius, it will quickly return), if the taunted unit is not brought outside of its leash, the place it is standing when the taunt wears off becomes its new leash point.

    This might be a different issue entirely, but is there any way to get the taunted unit to behave as though they have merely acquired the taunting unit? With AI units that just acquire things within their acquire range, they follow until they reach the limit of their leash and then return there (they also return if whatever they acquired is killed). Is there any way to achieve this with the Issue Order or the trigger?

    I might also look into a way to force any given unit to return to their original point (wherever they were created, or where they were when the map initiated), although this sounds like something that would have to be done with triggers, so I'll start looking over in that subforum in the meantime.

    Posted in: Data
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    posted a message on Temporary Taunt

    @Kloupz: Go

    Oh, absolutely! I'm not too picky when it comes to getting things done, and I've been meaning to get a better grasp on all this crazy Triggers business anyway.

    Posted in: Data
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    posted a message on Temporary Taunt

    Through looking at various threads, the best way to make a "taunt"-type ability would be to have a Create Persistent Effect or Behavior that rapidly issues an Attack Order on the caster unit with periods/duration set up for the desired amount of time. However, upon creating this effect (via Ability) with a Create Persistent, Behavior, or even just a raw Issue Order, the taunted target will not stop attacking the taunt's caster until one of the two is killed.

    Ideally, I'd like to create an Ability that temporarily taunts a unit, so that after the duration is over, the taunted unit will simply go back to taunting whatever it was attacking before (especially if it has a higher target priority). Issue Order sounds like the best way to do this, although I'm also looking into possible ways to achieve the effect through attack priority (if it can be modified), and Behavior-driven Target Sorts (if those can be created).

    It doesn't really look like anybody else has run into the same problem as I have, although that might be due to the fact that I am using all custom units, made from scratch - so there might be something missing that is usually built into the actual SC2 units. Any advice?

    EDIT: I've been messing around with Generate/Suppress Threat, although it doesn't quite get the result I want, since it doesn't seem to be able to single out a single enemy (and instead just affects all enemies it gets into Acquire range for).

    Posted in: Data
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    posted a message on Return to Original Facing Post-Leash

    Leash settings seem pretty simple so far, but is there a way to have a unit return to its original facing (or a pre-set facing angle of some sort) once it returns to its leash point? For example, if something is coming towards an AI unit, enters its leash range, and then leaves it, the AI will just walk back towards its leash point and face the direction it moved in order to get there, but I'm looking for a way to have it return to a set facing once it reaches that point.

    Posted in: Data
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    posted a message on [Resolved!] "Morph" Abilities Produce Inexact Units

    @FunkyUserName: Go

    That seems to have done the trick so far! All this time I've just been changing scale via Actors (since you only need to change one value rather than min scale and max scale), but I can see where that can lead into some messes down the line. Guess that just means a little extra work from now on, but that's a small price to pay!

    Posted in: Data
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    posted a message on Reversing Beam: Launch from Target to Caster

    @Kueken531: Go

    Having a bit of trouble with this one (although this might be due to changes that have occurred between 2011 and now). I'm using a Weapon that created a damage Effect first and after reading this post, a persistent Effect with the damage Effect as its Effect - Initial. Host Launch is set to Scope Target and Host Impact is set to Scope Caster (since Scope Launch doesn't seem to be an option anymore), the Subject for both is set to _Selectable.

    Results with the damage Effect were having the damage applied immediately while the beam's animation played for the specified time (going from caster to target; using DarkArchon_MindControl_Beam for this one). Results with the persistent Effect were having the same beam properties as the damage Effect (caster to target), but no damage was applied.

    Is there something that changed that I'm missing here? Is it possible to achieve this effect with a damage Effect, or is it always best to use a persistent?

    Posted in: Data
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    posted a message on [Resolved!] "Morph" Abilities Produce Inexact Units

    Before I go ahead, I've done all of this so far by following this tutorial [ x ]; it doesn't seem to be outdated, but if that ends up being the problem and there's a more up-to-date version, let me know!

    This is my first time working with "Morph"-type abilities, so I'm pretty unfamiliar with the pitfalls and limitations accompanied by it. The main issues I've run into so far are related to custom units (which I made from scratch using this tutorial [ x ]), which use SC2 models but differ in size/walk speed/etc. to the original, and also have actors that are attached to them when certain Behaviors are present.

    The custom units on their own are fine, but the problem comes from when I try to create one in-game when I use a Morph ability, with a mix of the following happening:

    -selection radius is altered -unit size is altered -Behavior-triggered actors do not appear -walk animation speed is altered

    In terms of functions they seem to be identical to their non-Morphed counterparts, but for example, in the file attached, if I morph the Spitter into a Launcher, I get a much smaller one with a scale-appropriate selection radius and the actor that accompanies its weapon change effect, but if I morph the Grub into a Spitter (which widens the selection radius noticeably) and then morph that into a Launcher, the result is an appropriate-sized Laucher with a wider selection radius, altered walk animation speed, and missing weapon actors.

    Is this just something that happens with custom units, or am I messing up somewhere? If there's no solution, is there a work-around? (ex. an ability that spawns the new unit and destroys the old one instead of morphing)

    EDIT: Using a Create Unit effect that creates a custom unit creates an exact unit with none of the above alterations, so if push comes to shove, I can probably use that as a workaround with an ability that creates the desired unit while destroying the old one, although that might cause problems if I use Triggers to limit the player's control to a single unit (unless there's some way to switch the unit the player is controlling).

    Posted in: Data
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    posted a message on Bouncing Projectile Issues

    I'm currently trying to make an ability that launches a projectile to an ally unit that then bounces to a nearby enemy (applying a damage effect) and bounces back to a nearby ally (applying a heal effect). I'm a bit stumped, however, as while the initial projectile launches to the target ally and bounces to a nearby enemy, it doesn't apply any of the effects tied to that launch effect. The logic for this goes like this:

    Ability targets ally -> launches projectile that applies a buff - > buff searches area around ally once after 0.5 seconds and triggers a Search effect that launches a different projectile at a nearby enemy -> new projectile applies damage and a buff -> buff searches area around enemy once after 0.5 seconds and triggers a Search effect that launches a different projectile at a nearby ally -> new projectile applies heal

    I initially thought it might have been a problem with multiple projectiles sharing the same actor, but splitting it into 3 actors and missile units caused the same problem. The closest I've gotten this to "working" is changing the target filters for the damaging projectile, which results in the initial projectile hitting them, then the damaging projectile dealing damage to them, but the healing projectile isn't launched (which means the Search effect probably isn't triggered).

    This would involve a lot of screenshots, so I'll just attach the map itself - the ability and all of its effects can be found by searching "Harvest" and the ability itself is tied to the unit using the Mutalisk model. Hopefully I'm just missing something simple!

    Posted in: Data
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    posted a message on Actors Not Using Stand Animation

    When using models with looping animations to act as a visual component to Behaviors, it seems to be pretty hit-or-miss. I've tried alternating between ModelAnimationStyleContinuous and Model Addition, but some models (such as psionicshield.m3 or KerriganBeam_Target.m3) will play their Birth and Death animations, but not their Stand animation.

    The events I'm using are the usual:

    Actor Creation -AnimPlay [name] Stand PlayForever Behavior.[name].On -Create Behavior.[name].Off -Destroy

    It works fine with most of the models I use, but there are a select few where only the Stand animation refuses to play. Am I just using the wrong Parent, or is there something else I'm missing?

    Posted in: Data
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    posted a message on (Resolved!) Find Unit SiteOp

    @ZombieZasz: Go

    Ah, incredible! This has all the attach point information I could ever want, and probably a lot more!

    Posted in: Data
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    posted a message on (Resolved!) Find Unit SiteOp

    Within the Galaxy Editor, is it possible to find all attach points/siteOps that apply to a particular unit? For example, if trying to find the attach point on a Roach that connects to their back (which Adaptive Carapace sticks to - although for some reason I can only find its model in the editor, so I can't reverse engineer it), would there be a way to find a list of all of its attach points, or see where they correlate to on the unit?

    I've been going through the entire list, but I feel like trial and error won't be a good solution for this.

    Posted in: Data
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    posted a message on (Resolved!) Add Death Animation To Custom Unit

    @DOOMEDEARTH: Go

    Ah - found the missing piece! Taking a closer look at other SC2 units, I've been neglecting/misusing the "Death Model" field. Inputting something like "Unit Death With Death Motion Ground" completes the circuit and both A) triggers the unit's death model on death and B) allows them to function with death physics.

    Posted in: Data
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    posted a message on (Resolved!) Add Death Animation To Custom Unit

    @Kabelkorven: Go

    Ah, this was one of the first things I tried (since I looked at the data for the unit whose model I'm using when this first happened), so I'm not sure what I'm missing...

    I'll post up some images, but the basic gist is: using corruptor model as custom unit model -> model attached to actor -> actor's Normal death effects call in the corruptor's death model -> custom unit using the corruptor model disappears on death without triggering the death model.

    I may end up calling in more from the Corruptor unit (duplicating it and shaving things down/replacing them as I need to), but if I'm just missing something simple, please let me know!

    Posted in: Data
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