Well I looked over every last event, twice, for each actor. Everything is fine, but the error persists. It would be nice if this error message would be a little more specific.
I really don't know what to do... redo the actors from scratch? Is there a good actor tutorial? I can't find one that answers my questions.
From what I understand, if you use the "copy from" feature with an actor, it causes these kinds of errors due to conflicting creations? Should I just delete the missile actor and make it from scratch? Originally this was what I set out to learn, but every "tutorial" had me just copy: from an actor and change values without learning a damn thing about what I was doing or why I was doing it. I've looked each actor up, down and sideways and I can't find any reference to another unit, actor, creation, or anything. I've been looking around and the best info I can think to provide you with is the only visual error I can find.
This happens to any unit that is targeted by the missile. I mentioned earlier the weapon has a splash damage and an armor reducing effect. Units hit by the splash do not suffer this UI "error". I apologize for being largely useless towards your more than likely simple requests, but I just don't know anything about building actors. Thanks for being patient and I hope this information is relevant.
I guess all I can do is show you the events of both actors. I keep looking them over and I just don't see what's wrong. Surely something to do with the missile actor, since it is the one displayed in the errors?
Well, I figured it out. I knew it had something to do with the launch effect. I had the weapon's effect (none) as the set effect, rather than the launch effect. As soon as I changed it, everything worked. Except this error pops up.
It makes the icon on the unit frame (the one that turns green/yellow/red depending on health) turn into a big square when a unit is hit by the attack. The final error is a result of me not knowing how to get a working death animation.
Okay, thanks to you guys I've gotten the behaviour to apply to every target, the target is excluded so the damage is equal among all units. The only thing I can't figure out is why the model isn't working. I've looked at the marauder example a bunch of times and I don't see a difference. Why is the launch effect in red? (these are the events for the "attack" actor, or the action) Currently there is no missile or impact model showing up at all, even though they're linked.
I don't even understand some of these events, to be honest. I don't know why there is a splash damage start/stop on an actor for a marauder weapon with zero splash qualities.
Can't say for certain as there's no map link, but it sounds like your issues is in actors; make sure you have one for the unit and the missile, as well as an action actor which would be we you setup and connect the launch effect. Im not usre if you missed it or just didn't mention it but you may have missed an apply behavior effect to go with your damage in the set. That tutorial doesn't look particularly useless or friendly; i would recommend looking at one of the projectile tutorials here on mapster. gl
Yeah sorry, I did forget to mention I made an apply behaviour effect which is used in the set. I'm going to take a look at that tutorial section you mentioned, thanks.
edit: OKAY I got the the behaviour and damage to apply now, and worked out the kinks with the debuff stacking issue. The problems now are:
- the attack hits for 50 damage on the main target instead of 25, and I don't know why
- I don't know how to fix the issue with the missile and attack actors, probably the source of every problem. Tomorrow I can upload a pic of the 2 actors' event lists, then my mistakes should hopefully be obvious.
edit2: Oh god, the behaviour is only applying to the main target. My brain...
Straight to the point, I want a flying unit with a ranged attack. The attack deals splash and adds a debuff.
So I made the unit, then made the weapon. I made the damage effect, entered the splash information. I then made a search effect for the debuff. After that, I made the set effect which contained the damage and search effect. Finally, I made the actual behaviour for the debuff. Basically I was following this tutorial, just using an attack instead of an ability. I then put the set effect into the search effect. It's at this point where I got confused as his ability gets needlessly complicated and I got up to do something, came back and figured I would start working on the actors, which lead me to an hour or two of trying to fully understand events for the 5th time.
I got the models to work, but the problem I had now was the missile "model" would appear, but it wouldn't move, even though I had the default missile mover. I then realized you need a launch effect. So, not really knowing what I was doing, I just followed off the corruptor launch effect. Then I realized I needed an actual unit for the weapon. After endless searching I found a tutorial, but it didn't explain how the weapon unit connects to anything; so it's just sitting there. Not only that, but the damage of the attack is now double dipping (hitting twice as hard), but the splash still hits normally. So... to summarize:
- How do I connect the debuff/effects to the attack properly?
- How does a weapon unit connect to the actual weapon?
- How do I get the launch animation to work properly?
- Why are actors so %^&*ing complicated? (rhetorical)
Okay, I finally solved the issue. I was looking in the wrong area, I feel very stupid. I opened Assets/Textures in the campaign map, found all the .dds files I needed, exported/imported them, and the texture returned to normal (in game). Thanks for your help guys. :)
That model uses textures found in the WoL campaign dependency. If you don't want to use that dependency export all the textures and import them into your map. To find all the textures the model uses preview it then right click and click materials. You should be able to see which ones you are missing in there.
When I went into the cutscene editor and opened model data (campaign map), this is what I found:
It makes sense, the emissive data is missing (from the multiplayer map), resulting in these wacky lights/colors. Where can I obtain those files? I can't find them anywhere...
I'm trying to replace the models of various units with their "mercenary" counterparts for a multiplayer map. Since I encountered so many problems using solely the swarm campaign dependency, I decided to try again with the multiplayer dependency instead. (I'm trying to maintain the multiplayer experience; balance, units, etc) All was fine until I got to mercenary units. What I did was export the .m3 files for the merc models using a swarm.campaign map, and imported them to the swarm.multiplayer map. This happened:
The portraits have this insane light behind them, and the models themselves glow a bright version of their team color (in this case, player 1, red). Anybody know why this is happening, and how I can fix it? Thanks. : )
0
@DrSuperEvil: Go
Well I looked over every last event, twice, for each actor. Everything is fine, but the error persists. It would be nice if this error message would be a little more specific.
I really don't know what to do... redo the actors from scratch? Is there a good actor tutorial? I can't find one that answers my questions.
0
It doesn't seem to be overriding the targets that receive the damage/effect via splash, though.
0
Okay, I made the change to the beam field.
From what I understand, if you use the "copy from" feature with an actor, it causes these kinds of errors due to conflicting creations? Should I just delete the missile actor and make it from scratch? Originally this was what I set out to learn, but every "tutorial" had me just copy: from an actor and change values without learning a damn thing about what I was doing or why I was doing it. I've looked each actor up, down and sideways and I can't find any reference to another unit, actor, creation, or anything. I've been looking around and the best info I can think to provide you with is the only visual error I can find.
This happens to any unit that is targeted by the missile. I mentioned earlier the weapon has a splash damage and an armor reducing effect. Units hit by the splash do not suffer this UI "error". I apologize for being largely useless towards your more than likely simple requests, but I just don't know anything about building actors. Thanks for being patient and I hope this information is relevant.
0
Excuse the dodgy cuts.
If you meant to use another missile unit in the events, it gave me the same error as last time word for word.
0
I guess all I can do is show you the events of both actors. I keep looking them over and I just don't see what's wrong. Surely something to do with the missile actor, since it is the one displayed in the errors?
0
Sorry, what did you mean by this?
I did check, the actor for the missile is a missile actor.
0
Well, I figured it out. I knew it had something to do with the launch effect. I had the weapon's effect (none) as the set effect, rather than the launch effect. As soon as I changed it, everything worked. Except this error pops up.
It makes the icon on the unit frame (the one that turns green/yellow/red depending on health) turn into a big square when a unit is hit by the attack. The final error is a result of me not knowing how to get a working death animation.
0
Okay, thanks to you guys I've gotten the behaviour to apply to every target, the target is excluded so the damage is equal among all units. The only thing I can't figure out is why the model isn't working. I've looked at the marauder example a bunch of times and I don't see a difference. Why is the launch effect in red? (these are the events for the "attack" actor, or the action) Currently there is no missile or impact model showing up at all, even though they're linked.
I don't even understand some of these events, to be honest. I don't know why there is a splash damage start/stop on an actor for a marauder weapon with zero splash qualities.
0
Yeah sorry, I did forget to mention I made an apply behaviour effect which is used in the set. I'm going to take a look at that tutorial section you mentioned, thanks.
edit: OKAY I got the the behaviour and damage to apply now, and worked out the kinks with the debuff stacking issue. The problems now are:
- the attack hits for 50 damage on the main target instead of 25, and I don't know why - I don't know how to fix the issue with the missile and attack actors, probably the source of every problem. Tomorrow I can upload a pic of the 2 actors' event lists, then my mistakes should hopefully be obvious.
edit2: Oh god, the behaviour is only applying to the main target. My brain...
0
Straight to the point, I want a flying unit with a ranged attack. The attack deals splash and adds a debuff.
So I made the unit, then made the weapon. I made the damage effect, entered the splash information. I then made a search effect for the debuff. After that, I made the set effect which contained the damage and search effect. Finally, I made the actual behaviour for the debuff. Basically I was following this tutorial, just using an attack instead of an ability. I then put the set effect into the search effect. It's at this point where I got confused as his ability gets needlessly complicated and I got up to do something, came back and figured I would start working on the actors, which lead me to an hour or two of trying to fully understand events for the 5th time.
I got the models to work, but the problem I had now was the missile "model" would appear, but it wouldn't move, even though I had the default missile mover. I then realized you need a launch effect. So, not really knowing what I was doing, I just followed off the corruptor launch effect. Then I realized I needed an actual unit for the weapon. After endless searching I found a tutorial, but it didn't explain how the weapon unit connects to anything; so it's just sitting there. Not only that, but the damage of the attack is now double dipping (hitting twice as hard), but the splash still hits normally. So... to summarize:
- How do I connect the debuff/effects to the attack properly? - How does a weapon unit connect to the actual weapon? - How do I get the launch animation to work properly? - Why are actors so %^&*ing complicated? (rhetorical)
0
Okay, I finally solved the issue. I was looking in the wrong area, I feel very stupid. I opened Assets/Textures in the campaign map, found all the .dds files I needed, exported/imported them, and the texture returned to normal (in game). Thanks for your help guys. :)
0
When I went into the cutscene editor and opened model data (campaign map), this is what I found:
It makes sense, the emissive data is missing (from the multiplayer map), resulting in these wacky lights/colors. Where can I obtain those files? I can't find them anywhere...
0
Hello there,
I'm trying to replace the models of various units with their "mercenary" counterparts for a multiplayer map. Since I encountered so many problems using solely the swarm campaign dependency, I decided to try again with the multiplayer dependency instead. (I'm trying to maintain the multiplayer experience; balance, units, etc) All was fine until I got to mercenary units. What I did was export the .m3 files for the merc models using a swarm.campaign map, and imported them to the swarm.multiplayer map. This happened:
The portraits have this insane light behind them, and the models themselves glow a bright version of their team color (in this case, player 1, red). Anybody know why this is happening, and how I can fix it? Thanks. : )