On the human buildings, the construction animation plays only AFTER the building is created. I can't figure out how to fix it after multiple attempts.
Can anyone upload a map with a working human building construction actor for the farm or barracks? Just seeing how it is done correctly once should get me in the right direction
I was testing using retargeting missiles for a map. Anytime I use the movers called "Tornado Missiles" for a launch missile effect, the retarget(as in when the first unit dies, the missile seeks anoother target) does not function.
I am not sure if this is a bug, or just not supposed to work.
Well, I couldnt figure out how to fix the tornado LM effect, but I can just copy the one from the marauder that works and use that in the create persistent tornado missile, and the missiles will now retarget.
*further update*
It appears the mover is at least part of the culprit. When I add the tornado movers onto the effect, the effect will not redirect the missiles. Bummer! he tornado movers look SWEET, but they must be bugged with retargeting.
After some more fidgiting, I have changed the dummy values Target: Impact Locations field to Target Unit. I am still encountering the same problem however.
The missiles disappear/die if the target dies instead of seeking new targets by re-targeting like the marauder missile.
For simplicity, I have set the validators on the missile and missile dummy set to only (target not dead) and (enemy target) the retarget filters are REquired ground, excluded self, ally, structure, missile, dead.
Since I cannot think of anything else, I've included my map in the attachments if anyone is brave enough to take a gander. The ability in question is called Tornado Missile2 (copied from the editor's tornado missile, which is what the haywire missile uses). It is a hero ability, so there are 3 ranks of effects, I have been trying to get re-target to work for just level 1(named simply tornado missileLM and tornado missileLM dummy), after that I can apply it to the other levels.
The bulwark goliath the map starts with will have the ability. The drones next to it are edited to give a ton of xp for testing purposes.
Yes I understand that. I currently have thehaywire missile retarget range set to 7, which is the same as the ability range.
Editing the range previousled seemed to work fine with the marauder's missile being redirected, but no matter what I fidget with I can't get it to work with this ability, I am extremely confused.
is there anything else beyond range that might cause a problem??
Can't figure this one out, really pulling hair on this.
I have read that the retarget flag allows a missile to seek a new target should it's current target get destroyed. I can get this to work for the marauder's missile, I am trying to get this to work for a modififed version of haywire missiles from the warhound unit in the editor.
I am using an ability (haywire missile) that uses a dummy. I am setting both the launch missile and the launch missile dummy for tornado missile to have the re-target flags, I set filters the exact same as the original target filters, and I set the re-target range for the same range, but the missiles still will not retarget an enemy if their current target is destroyed.
What else could be causing this besides the retarget flag and the 2 retarget fields, range, and filters? Could something be killing the ammo unit when the current target dies stopping it from re-targeting?
edit* solved by copying and pasting the working launch missle from the marauder into the create persistent effect for the tornado missile.
So I can make hero skills/abilities upgradable by simply copying all the actors and effects and applying them to subsequent levels of the skill.
I would now like to make the "Place Flame Turret" for Rory Swann upgradable, increase the dmg at +5/level. I notice immediately however that doing this by duplicating would require me to duplicate a unit and it's effcts/actors/etc... in addition to the effects I must copy. This seems like an incredibly tedious way to add +5 damage a level!
Is there a better way to do this?? Can I somehow make an upgrade cost an ability point and level up the damage of the unit instead??
Is it possible to create missions, where say a player is given the choice to enable either siege tanks, or goliaths for their next mission?? Similar to the story mode campaign missions?? I see the requirement for campaign upgrades/uniits but I am unsure how to link two maps as a mission and to remember the data/if it is possible.
I as well am having problems getting the wc3 asset buildings to complete properly on time. Would love someone able to post a working version of a map with a farm with proper construction animations that I might glimpse at to osmose their knowledge.
If I wanted to change a model with variations (like the tree) use only 1 model instead, how would I set the model to not use any variations? Just set the variation count to 1 and set the XML code/table model to the appropriate model name?
Thank you very much! This solved the problem. I would have never figured out that XML fix, I cannot select the base model set "agriatree" from the table view, so this was a huge help!
So I have had success replacing models before simply by opening the data editor->models and changing the Art:model field to whatever m3 file I chose. This works fine when replacing say, a human barracks, or a zealot with the model of a tree.
However when I try to do this method to replace the model of the old wc3 tree models with a starcraft 2 tree model(in my casereplacing barrens tree with agria tree 01), the model does not load. The editor displays the little white/red/lack ball instead.
I am getting this line in the messages window:" [3/28/2015 4:28:16 PM] Warning: USER: [ 3c 9d] CActorUnit[BPtwBarrensTree] Model Assets\Doodads\AgriaTree\AgriaTree_01_04.m3; Unable to create this model."
I think this is something to do with actors, but I cannot find any differences between the wc3 tree actors and any building actors or otherwise to point me in the right direction.
0
On the human buildings, the construction animation plays only AFTER the building is created. I can't figure out how to fix it after multiple attempts.
Can anyone upload a map with a working human building construction actor for the farm or barracks? Just seeing how it is done correctly once should get me in the right direction
0
I was testing using retargeting missiles for a map. Anytime I use the movers called "Tornado Missiles" for a launch missile effect, the retarget(as in when the first unit dies, the missile seeks anoother target) does not function.
I am not sure if this is a bug, or just not supposed to work.
0
@gnome08: Go
Well, I couldnt figure out how to fix the tornado LM effect, but I can just copy the one from the marauder that works and use that in the create persistent tornado missile, and the missiles will now retarget.
*further update*
It appears the mover is at least part of the culprit. When I add the tornado movers onto the effect, the effect will not redirect the missiles. Bummer! he tornado movers look SWEET, but they must be bugged with retargeting.
0
@gnome08: Go
Thanks for the help so far guys.
After some more fidgiting, I have changed the dummy values Target: Impact Locations field to Target Unit. I am still encountering the same problem however.
The missiles disappear/die if the target dies instead of seeking new targets by re-targeting like the marauder missile.
For simplicity, I have set the validators on the missile and missile dummy set to only (target not dead) and (enemy target) the retarget filters are REquired ground, excluded self, ally, structure, missile, dead.
Since I cannot think of anything else, I've included my map in the attachments if anyone is brave enough to take a gander. The ability in question is called Tornado Missile2 (copied from the editor's tornado missile, which is what the haywire missile uses). It is a hero ability, so there are 3 ranks of effects, I have been trying to get re-target to work for just level 1(named simply tornado missileLM and tornado missileLM dummy), after that I can apply it to the other levels.
The bulwark goliath the map starts with will have the ability. The drones next to it are edited to give a ton of xp for testing purposes.
0
@ImperialGood: Go
Ahhhh, Thank you, that makes sense.
0
@ArcaneDurandel: Go
Yes I understand that. I currently have thehaywire missile retarget range set to 7, which is the same as the ability range.
Editing the range previousled seemed to work fine with the marauder's missile being redirected, but no matter what I fidget with I can't get it to work with this ability, I am extremely confused.
is there anything else beyond range that might cause a problem??
0
Can't figure this one out, really pulling hair on this.
I have read that the retarget flag allows a missile to seek a new target should it's current target get destroyed. I can get this to work for the marauder's missile, I am trying to get this to work for a modififed version of haywire missiles from the warhound unit in the editor.
I am using an ability (haywire missile) that uses a dummy. I am setting both the launch missile and the launch missile dummy for tornado missile to have the re-target flags, I set filters the exact same as the original target filters, and I set the re-target range for the same range, but the missiles still will not retarget an enemy if their current target is destroyed.
What else could be causing this besides the retarget flag and the 2 retarget fields, range, and filters? Could something be killing the ammo unit when the current target dies stopping it from re-targeting?
0
Thank you, this was a great example!
0
@FunkyUserName: Go
I'm a bit confused on how I can use dummy behaviors and triggers to prevent reasearch while I don't have any points left! How does that work??
0
So I can make hero skills/abilities upgradable by simply copying all the actors and effects and applying them to subsequent levels of the skill.
I would now like to make the "Place Flame Turret" for Rory Swann upgradable, increase the dmg at +5/level. I notice immediately however that doing this by duplicating would require me to duplicate a unit and it's effcts/actors/etc... in addition to the effects I must copy. This seems like an incredibly tedious way to add +5 damage a level!
Is there a better way to do this?? Can I somehow make an upgrade cost an ability point and level up the damage of the unit instead??
0
Is it possible to create missions, where say a player is given the choice to enable either siege tanks, or goliaths for their next mission?? Similar to the story mode campaign missions?? I see the requirement for campaign upgrades/uniits but I am unsure how to link two maps as a mission and to remember the data/if it is possible.
0
@apiesmal: Go
I as well am having problems getting the wc3 asset buildings to complete properly on time. Would love someone able to post a working version of a map with a farm with proper construction animations that I might glimpse at to osmose their knowledge.
0
@Zolden: Go
If I wanted to change a model with variations (like the tree) use only 1 model instead, how would I set the model to not use any variations? Just set the variation count to 1 and set the XML code/table model to the appropriate model name?
0
@Zolden: Go
Thank you very much! This solved the problem. I would have never figured out that XML fix, I cannot select the base model set "agriatree" from the table view, so this was a huge help!
0
So I have had success replacing models before simply by opening the data editor->models and changing the Art:model field to whatever m3 file I chose. This works fine when replacing say, a human barracks, or a zealot with the model of a tree.
However when I try to do this method to replace the model of the old wc3 tree models with a starcraft 2 tree model(in my casereplacing barrens tree with agria tree 01), the model does not load. The editor displays the little white/red/lack ball instead.
I am getting this line in the messages window:" [3/28/2015 4:28:16 PM] Warning: USER: [ 3c 9d] CActorUnit[BPtwBarrensTree] Model Assets\Doodads\AgriaTree\AgriaTree_01_04.m3; Unable to create this model."
I think this is something to do with actors, but I cannot find any differences between the wc3 tree actors and any building actors or otherwise to point me in the right direction.
Anyone know what is going on?