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    posted a message on How to establish CActorProgress correctly for New Add-on Buildings?

    What I met in testing game are briefly displayed in these screenshots:

    You can see the animation of final construction stage of the model "Assets\Buildings\Terran\SensorTower\SensorTower.m3" played in wrong progress point and retrieved to earlier animation stage like Build A,B. Such problem happens several times until the construction is almost done, the animation Build D Start, the final animation of SensorTower.m3 Build, is played.

    That is, what troubles me.

    Posted in: Data
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    posted a message on How to establish CActorProgress correctly for New Add-on Buildings?

    @CandleIsMine: Go

    Here is the Warning message received in game:

    It seems that the animation of given model linked to real actor of my add-on building has no loop? But just as what I listed before, both model of finished actor and the one of the construction actor have same Build animation sequence and, even the "StageArray" controls not the construction actor but the finished one, still the model shall play its regular animation isn't it?

    Posted in: Data
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    posted a message on How to establish CActorProgress correctly for New Add-on Buildings?

    Introduction

    CActorProgress seems to be regulator actor which swtich construction model animation for construction model actors during consturction phase of add-on buildings so these add-on buldings whose finished model has no model of constuction phase could "pretend" to be playing its' own Build animations in the game. Regular add-on buildings, like Tech lab, Reactor, Tech Reactor, all exploit this mechanism to acquire their construction appearance in game when Barracks, Factory or Starport construct them.

    From animation editor I browsed all animations of Terran Sensor Tower("Assets\Buildings\Terran\SensorTower\SensorTower.m3") and all construction animations are: Build A Start,Build A Stand,Build B Start,Build B Stand,Build C Start,Build C Stand,Build D Start

    While all construction animations of "Assets\Buildings\Terran\TerranBuildSmall\TerranBuildSmall.m3" are: Build A Start,Build A Stand,Build B Start,Build B Stand,Build C Start,Build C Stand,Build D Start

    Both models have same Build Animation sequence and, model "Sensor Tower Build" and "Tech Lab Build" just use the same m3 file, "Assets\Buildings\Terran\TerranBuildSmall\TerranBuildSmall.m3"

    Problem

    However, problem came up when I tried to apply similar mechanism to my custom add-on building, Comsat Station which uses model of Terran Sensor Tower, whose model possess its' own Build animations. My custom add-on building did play model "Assets\Buildings\Terran\TerranBuildSmall\TerranBuildSmall.m3" during its' adding-on phase, and this model is correctly played under StageArray of "TerranConstructionAttachedSmall" and removed when construction is finished. However, the real model of the Sensor Tower plays abnormal animations during construction phase: The real model, "Sensor Tower" with m3 file path "Assets\Buildings\Terran\SensorTower\SensorTower.m3", shall play its' construction animation coordinatively with the building progress. However, model "Sensor Tower" played disordered Build animation during consruction phase and I receive warning message in test game like the image I attach in later floors. The CActorModel just played Build C Stand,Build D Start when the construction progress 50% finished and all Build animations repeated from A to D again during the left 50%. What's more, at time when the whole construction is almost done, CActorModel perfectly played the Build D Start of "Assets\Buildings\Terran\SensorTower\SensorTower.m3" with symmetry to the construction bar.

    I just cannot understand are these such warning message and damn bug. I think I should have done all what is correct.

    So any mistakes I've made and, what shall I do to solve this trouble? Hoping for help and it would be great if someone may point out the exact mechanism of this.

    Besides, how does stage settings in "StageArray" control the performance of models used by construction actors? I just cannot comprehend the meaning of "BlendTime" and what the negative value "-1.000" stands for.

    Posted in: Data
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    posted a message on Two problems about Custom Add-on Buildings.

    @FunkyUserName: Go

    Sorry for the problem cannot be solved with your suggestion.

    Abilty "que5Addon" is added to all origin add-on buildings as event triggers Actor "QueueAnimAddon", while I didn't grant this ability to my custom add-on buidling.

    However nothing changed after I add the ability "que5Addon" to my custom add-on building.

    I made the Command Center play its' work animation with method shown in the image I attached.

    But still, thks for your inspiration~

    Posted in: Data
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    posted a message on Two problems about Custom Add-on Buildings.

    Sorry for cannot point out what I exactly try to query in the title, since my problem may involve some general understand about Data Editor.

    Infact what is still troubling me now is just a micro problem that doesn't matter, however I just cannot leave this flaw off:

    I have almost successfully created Comsat Station as add-on building for Terran Command Center, however the Command Center plays NO building animation as training SCV when adding on the Comsat Station, it just keep the stand animation as nothing is happening to it while the add-on building is in construction animation.

    This is indeed a trouble which has been torturing me since the last night. I have carefully checked all materials involved and rectified all mistakes I supposed, unfortunately all what I have tried just do not work.

    So could anyone lead me a solution to this problem?

    And besides this, I hope for answer about how to browse all animations of model in the Editor. Models just play their stand animation in the browser and I cannot find the animation list of the model or make the model play other animations.

    I found no explicit events about playing working animation in the actors of buildings with Training ability like Command Center, Barracks, however their actor just plays working animation when they train units or construct add-ons(not include my problematic Add-on mentioned before). Did I found incorrect actors or just missed the critical settings in their actors? I consider that I have to find out the mechanism that controls the animation of actors so could I solve the problem that Command Center keeps stand animation when constructs add-on building. There must be a event which sends animation message to the actor of the unit uses construction ability, however Command Center has no Construction Ability in origin so such event is missed. And all I have written in fact just wonder one thing that, How can I add such actor event correctly to make the actor play proper animaion I want under specific situation?

    Posted in: Data
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