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    posted a message on Editing an Actor's Events - Events + (Morphing)

    I'm working on some other elements for my map as well. One of them being adding more buildings and units. I've just added the Predator for the Terrans, but I can't seem to get the cost or production time to show up no matter what I do. Any idea what's wrong?

    I also seem to have forgotten how to make an upgrade a one time research only. A reminder please?

    Posted in: Data
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    posted a message on Editing an Actor's Events - Events + (Morphing)

    @Auracy: Go

    Yeh, it's a load of information. I didn't create most of it, which is partially why I'm having trouble.

    The models are identical. They seem to perform the same actions, just out of sync. For an example, the idle animations are not the same.

    Posted in: Data
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    posted a message on Editing an Actor's Events - Events + (Morphing)

    Here is the Events - Events + for the Haven Colonist (The Terran form):

    http://img340.imageshack.us/img340/5683/eventseventsforhavencol.jpg

    and here is the Events - Events + for the Infested Colonist(The Zerg form):

    http://img714.imageshack.us/img714/4860/eventseventsforinfested.jpg

    Posted in: Data
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    posted a message on Editing an Actor's Events - Events + (Morphing)

    The problem is that there are so incredibly many events. Some of them are required for the morphing animation to display, and I'd prefer to keep it. There is a slightly delay for the morph, as the animation needs some time to play. There's also a delay for the Zerg to Terran morph, but as of right now it doesn't have any animation. The events should be the same as the ones in your "Morph to Infested Civilian"... I think. There's so much data to process that I can't even remember what I've edited.

    There are several civilian portraits in the game. They're randomly selected for a civilian and/or colonist when it is created. Normally the unit doesn't morph back into its Terran form, so it was never a problem for Blizzard that there were several portraits. It is on the other hand a problem for me. I think it could be related to the events - events + stuff, but I have no idea of how to lock a specific portrait for a specific colonist. Without creating individual units for each portrait that is, but that would probably just mess up something else.

    I may have explained my energy problem a bit poorly. My problem isn't setting the starting energy, I've already set that to 50. My problem is that the unit resets its energy to 50 whenever it changes form. For an example, if my infected colonist morphs into its Zerg form, and regens up to 150 energy, and then morphs back into its Terran form, and then later back to the Zerg form, I want it to start at 150 energy, and not 50 like it is doing now.

    I'm a little sceptical towards uploading my map unprotected, as I had a very popular map in SC1 stolen from me. Never got any credit for it...

    Posted in: Data
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    posted a message on Editing an Actor's Events - Events + (Morphing)

    I've ended up dropping the female Colonist completely.

    I now have a male colonist which can change between an infected version, and a Terran form.

    It still has the following problems:

    1. It still seems to be adding more and more models on top of eachother. Could this be because I've simply modified the morph ability from the campaign?

    2. The Terran portrait seems to be pretty much random after a morph.

    3. The infected version has max 250 energy, and starts at 50. Every time it morphs it resets to 50 energy. Is there any way I can save the amount of energy it has?

    Posted in: Data
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    posted a message on Editing an Actor's Events - Events + (Morphing)

    All right! My male colonist is now morphing almost correctly. During the process of morphing from the Zerg form to the Terran form the unit momentarily gets an additional model. Any idea what's wrong?

    Edit: Okay I have no idea why, but the female colonist turns into a male one when morphing back into its terran form, despite having it's own unit, actor, models and events for both the Zerg and Terran unit. I've had trouble with the male and female colonist being mysteriously linked before, and I have no idea what is causing this. Any help on how to fix this would be appreciated.

    It doesn't really have an animation for the Zerg to Terran morph either. Is there any way I can add an egg or something which it morphs within?

    Posted in: Data
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    posted a message on Editing an Actor's Events - Events + (Morphing)

    I'm working on an infestation map, and I'm running into a jungle of trouble.

    I'm currently stuck trying to figure out how I am supposed alter the events - events + in order to allow my Colonists to morph back and forth between an infected form, and a Terran form. I'm currently experiencing the following problems:

    1. When morphing back into the Terran form, the unit's portrait remains as the infected portrait.

    2. When morphing back into the Terran form, the unit's audio remains as the infected audio.

    3. If the unit morphs into the infected form several times, it will have several models (the amount is equal to the number of morphs) on top of each other, which are out of sync.

    4. The little green model of the unit (can't remember what it's called) remains as the infected model after having morphed back into the Terran form.

    5. My female colonist turn into male colonists when morphing back into their Terran form.

    I hope someone can help me fix these problems. I will be working to solve them myself, but I've been unable to fix all of these problems so far.

    Posted in: Data
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    posted a message on A number of problems

    @Jackolas: Go

    Thanks for the reply. I did manage to reduce the space requirement, but the brown thingy on the ground is still there.

    And does anybody know why regions aren't showing up in the "Value" tab for my "Point" in the "Unit - Create 1 Unit for Player at Point Facing 270.0 degrees (No options)"? They do in this tutorial:

    Posted in: Miscellaneous Development
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    posted a message on A number of problems

    I'm back with more, and this time with a screenshot.

    I've moved on to editing buildings. Currently I'm working on changing the Command Centre into a Colonist Hut, with most of the functionality of the CC. I seem to be able to figure out most things, but I can't seem to figure out how to reduce the actual size of the building. I've managed to reduce the size of the model by 50 %, but it still takes up the same amount of space. Where do I find the things I need to change to reduce the space a building takes up?

    http://img809.imageshack.us/img809/7864/toolarge.jpg

    Screenshot shows the problem fairly well I'd say.

    Posted in: Miscellaneous Development
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    posted a message on A number of problems

    It took all day long, but I solved it at last. The fix was as simple as unchecking the "hidden" in the weapon - options.

    Posted in: Miscellaneous Development
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    posted a message on A number of problems

    I fixed the problem with the construction. Repairing, construction and resource collection seem to be working just fine now.

    Posted in: Miscellaneous Development
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    posted a message on A number of problems

    So I'm trying to make some custom units for my map, but the data editor seems to be resisting all my noble efforts.

    I want to make a unit called Haven Colonist. The unit should be able to walk, stop, attack, build buildings, harvest minerals and gas. I've gotten as far as creating the unit, giving it an actor and its models. Unfortunately adding a working weapon is proving rather difficult. Currently I'm trying to give it the "Civilian - Throw Molotov" attack, but no matter what I do the attack will not show up in-game. I have the attack button, and the attack is listed under weapons, but in game there is no weapon next to the armour. The unit cannot attack either, and issuing the attack move command just moves the unit as if it had been given the move command.

    I'm also having trouble giving the unit the ability to construction buildings. I've added the ability to build on both the command card, and in the abilities thingy. However, the unit in-game does not have the construct building or construct advanced building icons nor functionality. Could the problem here be that I've not specified any buildings that it can build?

    Any help would be appreciated.

    Posted in: Miscellaneous Development
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