I noticed this and I think it happens when you click the 'New' button for a new map and then cancel it.
When I was first getting used to the editor I would often do this from the Trigger editor - I'd click the button thinking I want a new Trigger, and then the New Map thing would come up and I'd cancel, after which some of the units would disappear from the map. I found if I restarted the editor everything would be fine though.
Ok, I worked out how to do it (based on the way protoss construction works).
What you need is a progress actor (based on CActorProgress). Easiest way to do this is to lookup the Protoss Construction actor and duplicate it. Then in it's Stages section you can set the animations you want to have happen (they'll need to be a Start, (None), End combination). In the Events section, modify the event to create the actor to be based on the ability you're using, so in my case the event I want is AbilMorph.<MyMorphAbilityName>.Start. You'll also need to modify the ProgressLevel events to play the animations you're after, so the ProgressLevel.ProtossConstruction.Start/Stop events need the ProtossConstruction part modified to the morph event you're doing, and the SetTransferOverrideAnim action under Start needs to be modified to the animations you want to play.
why not adjust the end result to to the allotted time or did you have your heart set on 10 seconds? you could also make the animations happen earlier.
I assume you mean to just make the morph happen as soon as the animation finishes. I could do this, but firstly this still relies on chaining the animations rather than having them driven off events, and secondly it prevents the cast time effect of having the morph as a unit ability.
I'm basically just looking to replicate in events what happens with protoss buildings in their 'birth'. As an example, the "Stand, Build, End" animation of the "Photon Cannon Birth" model always plays in the last 6 seconds before the building is finished, regardless of how long you set the build time to. I would really love to know to achieve this in actor events (or if it's only achieved through triggers).
Maybe I've misunderstood what you're saying, but how does this fit in with the animation timings?
I haven't got any problems with the models I'm using, or the morph itself - they all work fine. The trouble is just getting the animations to play with the timing I'm after (basically to get that Animation 3 to play in a way that it will always finish whenever the morph ends).
First post here, hoping to get some help with a map I'm working on. Yes, it's another TD game, and I realise SC2 probably needs another one of those like the Protoss need more blue lights, but anyway, as with many others I thought it would be a good way to learn a lot of the functions of the Galaxy editor (which indeed it is).
Anyway, onto my problem - I've got a couple of towers done, and set up a morph ability to convert from one to another, and while the morph works fine and everything is working great for it, I'm having trouble trying to set up some animations I want to happen during the morph. I'm trying to use some animations already on the actor's model, and I can get the animations to play, but I'm struggling to get them to play in the way / timings I'm after.
So, in depth: I want one animation to play for its default duration when the morph starts, then for it to sit in another animation 'state' I guess until the last animation runs for its default duration, with timing such that it ends right as the morph ends (regardless of what I set the morph time to). Crappy ASCII diagram example:
A1S: Animation 1 Starts, A1E: Animation 1 Ends, etc. So in this example if I increased the morph time to 15, animation 2 would just last an extra 5 seconds.
I can get Animation 1 and 2 happening quite easily with an Ability Morph Event starting Animation 1 with Time Scale 1, then an Animation Done Event starting Animation 2 on a Continuous Loop, but what I'm struggling with is to get Animation 3 to start at the right time before the morph ends.
A similar thing is done with Protoss Birth events - the Birth End animation is played for the standard duration just before the birth ends, however I can't for the life of me find how this happens (ie, where the event is that causes it).
I can do what I need by having Animation 1 run for 3 seconds, Animation 2 for 4 seconds, then Animation 3 for 3 seconds (or something like that), but it really feels a bit clunky to do, and especially cumbersome if I later decide the morph should take 12 seconds for example. I've tried playing with the Blend In / Blend Out / Time Variant / Time Type settings all to no avail.
Anyone got any ideas to help? Even knowing where / how that Birth End animation event is kicked off for Protoss (all?) units would probably get me on the right track...
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I would love a Beta key if you've still got one. Cheers.
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@bdTROG: Go
It's the time between shots, which I guess is the same as cooldown time.
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@bdTROG: Go
Find the Marine's weapon (Marine - Gauss Rifle) and change the 'Period' value. For 1.25 attacks per second you want a period of 0.8.
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I noticed this and I think it happens when you click the 'New' button for a new map and then cancel it.
When I was first getting used to the editor I would often do this from the Trigger editor - I'd click the button thinking I want a new Trigger, and then the New Map thing would come up and I'd cancel, after which some of the units would disappear from the map. I found if I restarted the editor everything would be fine though.
0
Ok, I worked out how to do it (based on the way protoss construction works).
What you need is a progress actor (based on CActorProgress). Easiest way to do this is to lookup the Protoss Construction actor and duplicate it. Then in it's Stages section you can set the animations you want to have happen (they'll need to be a Start, (None), End combination). In the Events section, modify the event to create the actor to be based on the ability you're using, so in my case the event I want is AbilMorph.<MyMorphAbilityName>.Start. You'll also need to modify the ProgressLevel events to play the animations you're after, so the ProgressLevel.ProtossConstruction.Start/Stop events need the ProtossConstruction part modified to the morph event you're doing, and the SetTransferOverrideAnim action under Start needs to be modified to the animations you want to play.
Hope that helps to anyone else trying to do this.
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No, the morph is triggered by a unit ability.
I assume you mean to just make the morph happen as soon as the animation finishes. I could do this, but firstly this still relies on chaining the animations rather than having them driven off events, and secondly it prevents the cast time effect of having the morph as a unit ability.
I'm basically just looking to replicate in events what happens with protoss buildings in their 'birth'. As an example, the "Stand, Build, End" animation of the "Photon Cannon Birth" model always plays in the last 6 seconds before the building is finished, regardless of how long you set the build time to. I would really love to know to achieve this in actor events (or if it's only achieved through triggers).
0
@Pandaros_Brewmaster: Go
Maybe I've misunderstood what you're saying, but how does this fit in with the animation timings?
I haven't got any problems with the models I'm using, or the morph itself - they all work fine. The trouble is just getting the animations to play with the timing I'm after (basically to get that Animation 3 to play in a way that it will always finish whenever the morph ends).
0
Hi all,
First post here, hoping to get some help with a map I'm working on. Yes, it's another TD game, and I realise SC2 probably needs another one of those like the Protoss need more blue lights, but anyway, as with many others I thought it would be a good way to learn a lot of the functions of the Galaxy editor (which indeed it is).
Anyway, onto my problem - I've got a couple of towers done, and set up a morph ability to convert from one to another, and while the morph works fine and everything is working great for it, I'm having trouble trying to set up some animations I want to happen during the morph. I'm trying to use some animations already on the actor's model, and I can get the animations to play, but I'm struggling to get them to play in the way / timings I'm after.
So, in depth: I want one animation to play for its default duration when the morph starts, then for it to sit in another animation 'state' I guess until the last animation runs for its default duration, with timing such that it ends right as the morph ends (regardless of what I set the morph time to). Crappy ASCII diagram example:
A1S: Animation 1 Starts, A1E: Animation 1 Ends, etc. So in this example if I increased the morph time to 15, animation 2 would just last an extra 5 seconds.
I can get Animation 1 and 2 happening quite easily with an Ability Morph Event starting Animation 1 with Time Scale 1, then an Animation Done Event starting Animation 2 on a Continuous Loop, but what I'm struggling with is to get Animation 3 to start at the right time before the morph ends.
A similar thing is done with Protoss Birth events - the Birth End animation is played for the standard duration just before the birth ends, however I can't for the life of me find how this happens (ie, where the event is that causes it).
I can do what I need by having Animation 1 run for 3 seconds, Animation 2 for 4 seconds, then Animation 3 for 3 seconds (or something like that), but it really feels a bit clunky to do, and especially cumbersome if I later decide the morph should take 12 seconds for example. I've tried playing with the Blend In / Blend Out / Time Variant / Time Type settings all to no avail.
Anyone got any ideas to help? Even knowing where / how that Birth End animation event is kicked off for Protoss (all?) units would probably get me on the right track...