I've been using triggers to change and modify certain data fields via the catalog functions however I noticed that some give back the error of 'could not be written, access denied to required object or service' such as trying to fetch or modify the value of Mover values such as Speed. Can't even use Upgrades because it doesn't support Movers.
Does anyone have any ideas on a workaround or am I just using the wrong trigger for doing so?
Yeah I never really restarted my computer because I felt like shutting down was better and more or less the same thing but I guess restarting is ideal after updates.
Everything seems to be working and has been but suddenly opening and trying to change the DataModel - Art - Model field causes the editor to crash, does anyone know how to fix this or what is causing it?
Thanks.
Edit: It seems to be an issue with the editor itself as it happens with any project but only with the Art - Model field. Opening that field instantly causes a crash.
Many effect models such as 'electrocute' have a large bright round light at the base of it, is there anyway to remove/hide or recolor/tint these lights?
I tried messing with lighting fields and actors but nothing seems to work, maybe I'm missing something..
I have a unit that can morph into another, I had the issue of it stopping movement but I wanted it to continue moving while morphing so I turned on the transient flag which worked perfectly, however, now the walk animation breaks. If I'm still moving after the morph the walk animation doesn't play, it just glides until I stop and start moving again. I've tried turning the animation baseline off and back on before and after the morph but it doesn't work, is there a way to play the walk animation through the morph without stopping?
Any help is much appreciated, thanks
Edit: I know I can use the animplay actor message with triggers but it doesnt sync for some reason, hoping theres a way for the walk animation to be checked and played maybe with a validator or something?
Is there a way to create an effect that functions as the opposite of the Reveal effect?
Ex) Normally you have a persistent search effect with the reveal fog effect but what I want is so that when I scan for example it will fill the area I have vision of to be hidden under fog.
And no I can't use the revealer or visibility triggers to just fill the area with fog cause in my case I'm trying to just fill a certain arc/search area through a behavior.
I added an Animation Play action so that when I use an ability it will play a certain variation of an animation sequence, but it doesn't always complete, usually it will play but then get cut and play it's default idle animation. Is there any way to play an animation and let it complete until the actor continues using its default animations, except when you use another ability like moving ofc.
Tested it and yeah, it appears to happen in any mode after retesting a document, but the first run, it seems to work fine, cursor not visible. But on any additional tests without closing sc2 and running it again, will result in the cursor popping up in the middle.
Any fix, and will it be visible in game when playing the game more than once or is it a test issue?
Thanks.
(PS) screen setting and resolution doesn't seem to have any effect
I hide the cursor via the ui hide action however when using the action which enables camera rotation it forces the mouse to appear, flickering in the middle due to the enabled relative mouse action needed for the camera rotation to work, is there a way around this to hide that pesky cursor?
Yeah, I even scaled it with all types of damage but still didn't work, maybe it's how my missile is set up that it is independent of the unit? idk i think i may opt for a different method
0
That's disappointing, took me awhile but I think I found a neat workaround.
Thanks.
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I've been using triggers to change and modify certain data fields via the catalog functions however I noticed that some give back the error of 'could not be written, access denied to required object or service' such as trying to fetch or modify the value of Mover values such as Speed. Can't even use Upgrades because it doesn't support Movers.
Does anyone have any ideas on a workaround or am I just using the wrong trigger for doing so?
Thanks.
0
Yeah I never really restarted my computer because I felt like shutting down was better and more or less the same thing but I guess restarting is ideal after updates.
Thank you.
0
Solved
I deleted the entire Starcraft folder within the Documents folder which basically reset configs then restarted and its back to normal.
Apparently it has to be a restart not a shutdown.
Weird frustrating bug but solved so I'm happy :D
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Yeah, the crash dialog appears. Mine never use to have that large of a delay, it appeared almost instantly, not sure why it causes a crash now.
Everythings up to date as far as I know.
I've only deleted backups, I'll try clearing the configs.
If that doesn't work I guess I'll have to try reinstalling but it would be a pain if that doesn't fix it.
I think it might have something to do with the editor thinking there isn't enough memory for it to run the previewer or something idk.
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Everything seems to be working and has been but suddenly opening and trying to change the DataModel - Art - Model field causes the editor to crash, does anyone know how to fix this or what is causing it?
Thanks.
Edit: It seems to be an issue with the editor itself as it happens with any project but only with the Art - Model field. Opening that field instantly causes a crash.
0
Many effect models such as 'electrocute' have a large bright round light at the base of it, is there anyway to remove/hide or recolor/tint these lights?
I tried messing with lighting fields and actors but nothing seems to work, maybe I'm missing something..
Hopefully someone can help me out.
0
I have a unit that can morph into another, I had the issue of it stopping movement but I wanted it to continue moving while morphing so I turned on the transient flag which worked perfectly, however, now the walk animation breaks. If I'm still moving after the morph the walk animation doesn't play, it just glides until I stop and start moving again. I've tried turning the animation baseline off and back on before and after the morph but it doesn't work, is there a way to play the walk animation through the morph without stopping?
Any help is much appreciated, thanks
Edit: I know I can use the animplay actor message with triggers but it doesnt sync for some reason, hoping theres a way for the walk animation to be checked and played maybe with a validator or something?
0
Is there a way to create an effect that functions as the opposite of the Reveal effect?
Ex) Normally you have a persistent search effect with the reveal fog effect but what I want is so that when I scan for example it will fill the area I have vision of to be hidden under fog.
And no I can't use the revealer or visibility triggers to just fill the area with fog cause in my case I'm trying to just fill a certain arc/search area through a behavior.
Is this possible?
Thanks
0
@FunkyUserName: Go
i tried it but i think im doing it wrong cause it does the same thing
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Actor Event+
I added an Animation Play action so that when I use an ability it will play a certain variation of an animation sequence, but it doesn't always complete, usually it will play but then get cut and play it's default idle animation. Is there any way to play an animation and let it complete until the actor continues using its default animations, except when you use another ability like moving ofc.
0
@temhawk: Go
Tested it and yeah, it appears to happen in any mode after retesting a document, but the first run, it seems to work fine, cursor not visible. But on any additional tests without closing sc2 and running it again, will result in the cursor popping up in the middle.
Any fix, and will it be visible in game when playing the game more than once or is it a test issue?
Thanks.
(PS) screen setting and resolution doesn't seem to have any effect
0
I hide the cursor via the ui hide action however when using the action which enables camera rotation it forces the mouse to appear, flickering in the middle due to the enabled relative mouse action needed for the camera rotation to work, is there a way around this to hide that pesky cursor?
0
@DrSuperEvil: Go
Yeah, I even scaled it with all types of damage but still didn't work, maybe it's how my missile is set up that it is independent of the unit? idk i think i may opt for a different method
0
No, the buff is already on the unit before the unit fires the missile.