What about using points or regions and setting their names to the notes you want?
Just let them show via shift + p / shift + r so you can see them while not in the specific menu.
Works like a charm, thank you very much.
I tried it with revealers first, but this didn't do the trick for me.
If you are using this action as well, does that mean that cinematic mode no longer does reveal fog of war by itself?
Hello there,
since the release of SC II, I've gotten several problems in my maps (especially from beta).
Now, while things like weapons being reset to standard values are quite annoying, they are manageable.
But I have no clue why the fog of war doesn't disappear anylonger when cinematic mode is active.
I tried this in my new and old maps alike and I always get the fog and can't seem to find any options regarding this problem in the trigger edit or somewhere else (I couldn't find a similar problem on the forums either).
Also, in my old map from beta, I have changed the Terran Weapon & Armor Upgrades to fit my needs. While they still increase damage, etc. as I wanted ingame (apart from broken links caused through beta -> retail conversion), when I try to modify them in the data editor, the whole tool just crashes.
Now I just made new upgrades which work perfectly fine, but having such broken data in my map kind off bugs me.
Is there a way of resetting / deleting them, without having to view the data?
No can do, it's a base actor and cannot be modified or removed whatsoever.
Marines on new maps have it as well.
EDIT:
Got it fixed. Identified my old "gate" actor as the evil-doer. Though I sure as hell don't know WHY and HOW it got in conflict with _all_ the other actors.
What I wanted to do with it was to (due to the lack of animated gate doodads) create a flying unit with a doodad Model that I could arrange per triggers the way I wanted to. Didn't work out too well so I scrapped the idea.
Seems like the actor didn't find that too funny...
Anyways, thank you guys for trying to help me out. I hope this case remains solved now.
Would surprise me though, because it also happens to zealots when I place them and I didn't do a thing with Protoss units on this map _ever_
Messed around with the actors a bit and at some time it seemed to have disappeared, but then the editor crashed and fiddling with the Data editor again caused nothing.
No, unfortunately not. Nothing I try to attach, nothing I changed for absolutely most of the units.
It just appears everywhere, also on new units I place on my map.
Got a new problem that's extremely frustrating.
I was just terraining my map, adding some marines here and there, tweaking some weapon AoE, etc. nothing out of the ordinary, also removed an actor that was still left for the barracks after I messed around with them long time ago.
Anyway at some point I noticed that all of the sudden _all_ my units and probably buildings got some strange "bubble" around them in the color of the according player.
I used my "Dead Marine" Model along with a new "Blood" - Doodad that I created. But for this, I also needed a new Model that I could refer to, which itself I set to the "Blood Impact Smear" Model (to be found under effects/zerg).
I then put up some events in order to freeze the animation at 0.55 (similar to what I did with the "Dead Marine" - Doodad) and voila.
I think it looks quite decent and should be enough till the game ships, because I hope we get a heap of new, cool-looking doodads that are used in the Campaign. And really, what is StarCraft SinglePlayer without installation missions where you have to clean out a base infested by Zerg, dead bodies littering everything?
That's great, maybe one of us can find something useful.
I just tested my doodad with the "cover" Animation at creation and let it play the Death Animation with a trigger.
While I got the blood effect, it despawned after a while other than the Marine corpse. So it seems they are indeed somehow separate.
Hello again!
After some different work I tinkered around with dead units and doodads again and actually found a _somewhat_ working method to place dead Marines as doodads.
I created a new doodad, gave it the "Marine Death" Model and under "Events", I ordered it to play the Death Animation when created, set the Animation Time to 1.8sec and paused it.
Now, while this *does* give me dead marines that I can place on my map, it still doesn't work out perfectly well.
It only lets me place 1 kind of dead marine, even though this surely can be changed by adding more events or in extreme, creating more doodads.
What bugs me more is that the dead marines always carry a shield and never seem to have a blood effect.
Apart from that, it'd be nice to know how I can let actual _units_ play their death animation as this method may not always fit the needs.
Has anyone else experience with animation work, doodads + animations or placing dead units? Help would be greatly appreciated.
/update: Could get rid of the decal/tarmac problem. The editor didn't actually take over my graphic settings from the game. Don't know which option is responsible for the decals, but I see them no problem ever since I put all setting to ultra.
My marines still don't play their death Animation unfortunately (well, can't blame them, who wants to die?). Does someone have experience with Death Animations?
Hey guys!
First post around here, loving this site so far!
Been toying around with the editor quite a bit and think it's an amazing tool. But since my main source of experience
comes from the WarCraft 3 World Edit, some functions (mainly the Data Editor) still quite overwhelm me.
Anyway, I got two problems that I couldn't come up with a solution for yet and also couldn't find anything that fixed them.
First, I wanted to place some dead marines on my map and tried it with triggers as suggested somewhere on the forums here, but my Trigger doesn't quite seem to work properly.
Events
Timer - Elapsed time is 5.0 Game Time seconds
Local Variables
Conditions
Actions
Unit Group - Pick each unit in (Marine units in DeadMarines_1 owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Animation - Play Death animation for (Actor for (Picked unit)) as Default, using No Options options and Default Time blend time
General - Wait 1.0 Game Time seconds
Animation - Set the Default animation time scale for (Actor for (Picked unit)) to 0.0
I don't seem to be able to make it work with the Death Animation, even though it did work out with "Attack" (but there my Marines did not freeze mid-motion)
I noticed that the "Marine Death" model is responsible for the Death animation, but I can't seem to be able to refer to it properly so my Marines actually do the death animation.
I also tried various things with the data-Editor like creating Doodads based on the death Animation and giving specific marines only the "marine death" model - it turned out a mess.
So maybe you have an idea what could be going wrong?
My second question is about the decal, tarmac and light doodads, which don't show any models in the editor. I know there are several people with this problem and I was just curious whether there was a way to get rid of it or if it's just a bug we have to live with for now?
I hope my questions aren't too silly (and that I didn't overlook something ridiculously simple) and appreciate any comments.
0
What about using points or regions and setting their names to the notes you want? Just let them show via shift + p / shift + r so you can see them while not in the specific menu.
0
Works like a charm, thank you very much. I tried it with revealers first, but this didn't do the trick for me. If you are using this action as well, does that mean that cinematic mode no longer does reveal fog of war by itself?
Anyways, thanks a lot!
0
Hello there, since the release of SC II, I've gotten several problems in my maps (especially from beta). Now, while things like weapons being reset to standard values are quite annoying, they are manageable. But I have no clue why the fog of war doesn't disappear anylonger when cinematic mode is active. I tried this in my new and old maps alike and I always get the fog and can't seem to find any options regarding this problem in the trigger edit or somewhere else (I couldn't find a similar problem on the forums either). Also, in my old map from beta, I have changed the Terran Weapon & Armor Upgrades to fit my needs. While they still increase damage, etc. as I wanted ingame (apart from broken links caused through beta -> retail conversion), when I try to modify them in the data editor, the whole tool just crashes. Now I just made new upgrades which work perfectly fine, but having such broken data in my map kind off bugs me. Is there a way of resetting / deleting them, without having to view the data?
Help is much appreciated
0
Sounds logical, but why it appeared all of the sudden, with this actor being in my map for days, is beyond me.
But thanks for pointing that out, I'll pay more attention to the events next time.
0
No can do, it's a base actor and cannot be modified or removed whatsoever. Marines on new maps have it as well.
EDIT: Got it fixed. Identified my old "gate" actor as the evil-doer. Though I sure as hell don't know WHY and HOW it got in conflict with _all_ the other actors.
http://img198.imageshack.us/img198/4411/badgateactor.jpg
What I wanted to do with it was to (due to the lack of animated gate doodads) create a flying unit with a doodad Model that I could arrange per triggers the way I wanted to. Didn't work out too well so I scrapped the idea.
Seems like the actor didn't find that too funny...
Anyways, thank you guys for trying to help me out. I hope this case remains solved now.
0
You mean this tree?
http://img214.imageshack.us/img214/180/mariney.jpg
Would surprise me though, because it also happens to zealots when I place them and I didn't do a thing with Protoss units on this map _ever_ Messed around with the actors a bit and at some time it seemed to have disappeared, but then the editor crashed and fiddling with the Data editor again caused nothing.
0
Hey
No, unfortunately not. Nothing I try to attach, nothing I changed for absolutely most of the units. It just appears everywhere, also on new units I place on my map.
0
Hey
Got a new problem that's extremely frustrating. I was just terraining my map, adding some marines here and there, tweaking some weapon AoE, etc. nothing out of the ordinary, also removed an actor that was still left for the barracks after I messed around with them long time ago. Anyway at some point I noticed that all of the sudden _all_ my units and probably buildings got some strange "bubble" around them in the color of the according player.
http://img522.imageshack.us/img522/8248/unitbubbles.jpg
Now I don't know what this means and what it causes, because
-it also appears ingame
-it only appears on this map
-it appears on units where I changed TOTALLY NOTHING
-BUT it also appeared on the backup map that was approx. 2 hours before the error appeared on my main map
-doesn't seem to appear on backups several days old though
-it also reset the Size of a unit that has the Viking - Walker Model (I made it smaller, now it has the original size again)
Now I know this is very weird, but maybe someone of you encountered a similar problem, for it screws me up big time.
Greets
0
I finally got a somewhat satisfactory solution. http://yfrog.com/jcscreenshotrqj
I used my "Dead Marine" Model along with a new "Blood" - Doodad that I created. But for this, I also needed a new Model that I could refer to, which itself I set to the "Blood Impact Smear" Model (to be found under effects/zerg). I then put up some events in order to freeze the animation at 0.55 (similar to what I did with the "Dead Marine" - Doodad) and voila.
I think it looks quite decent and should be enough till the game ships, because I hope we get a heap of new, cool-looking doodads that are used in the Campaign. And really, what is StarCraft SinglePlayer without installation missions where you have to clean out a base infested by Zerg, dead bodies littering everything?
So long, Flintenzwerg (aka Rifledwarf)
0
That's great, maybe one of us can find something useful. I just tested my doodad with the "cover" Animation at creation and let it play the Death Animation with a trigger. While I got the blood effect, it despawned after a while other than the Marine corpse. So it seems they are indeed somehow separate.
0
Hello again! After some different work I tinkered around with dead units and doodads again and actually found a _somewhat_ working method to place dead Marines as doodads. I created a new doodad, gave it the "Marine Death" Model and under "Events", I ordered it to play the Death Animation when created, set the Animation Time to 1.8sec and paused it. Now, while this *does* give me dead marines that I can place on my map, it still doesn't work out perfectly well. It only lets me place 1 kind of dead marine, even though this surely can be changed by adding more events or in extreme, creating more doodads. What bugs me more is that the dead marines always carry a shield and never seem to have a blood effect. Apart from that, it'd be nice to know how I can let actual _units_ play their death animation as this method may not always fit the needs.
Has anyone else experience with animation work, doodads + animations or placing dead units? Help would be greatly appreciated.
Greets
0
/update: Could get rid of the decal/tarmac problem. The editor didn't actually take over my graphic settings from the game. Don't know which option is responsible for the decals, but I see them no problem ever since I put all setting to ultra.
My marines still don't play their death Animation unfortunately (well, can't blame them, who wants to die?). Does someone have experience with Death Animations?
0
Hey guys! First post around here, loving this site so far!
Been toying around with the editor quite a bit and think it's an amazing tool. But since my main source of experience comes from the WarCraft 3 World Edit, some functions (mainly the Data Editor) still quite overwhelm me.
Anyway, I got two problems that I couldn't come up with a solution for yet and also couldn't find anything that fixed them.
First, I wanted to place some dead marines on my map and tried it with triggers as suggested somewhere on the forums here, but my Trigger doesn't quite seem to work properly.
Events
Timer - Elapsed time is 5.0 Game Time seconds
Local Variables
Conditions
Actions
Unit Group - Pick each unit in (Marine units in DeadMarines_1 owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Animation - Play Death animation for (Actor for (Picked unit)) as Default, using No Options options and Default Time blend time
General - Wait 1.0 Game Time seconds
Animation - Set the Default animation time scale for (Actor for (Picked unit)) to 0.0
I don't seem to be able to make it work with the Death Animation, even though it did work out with "Attack" (but there my Marines did not freeze mid-motion) I noticed that the "Marine Death" model is responsible for the Death animation, but I can't seem to be able to refer to it properly so my Marines actually do the death animation. I also tried various things with the data-Editor like creating Doodads based on the death Animation and giving specific marines only the "marine death" model - it turned out a mess. So maybe you have an idea what could be going wrong?
My second question is about the decal, tarmac and light doodads, which don't show any models in the editor. I know there are several people with this problem and I was just curious whether there was a way to get rid of it or if it's just a bug we have to live with for now?
I hope my questions aren't too silly (and that I didn't overlook something ridiculously simple) and appreciate any comments.
So far, Flintenzwerg