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    posted a message on Help! Possible RTT Cutscene Corruption

    Thanks for the reply!

    As I was uploading the map to link, I figured I'd try to copy paste one last time, and that works. I just needed to copy paste from and to the object window, not the scene window.

    The original scene is still corrupted, but the corruption hasn't copied over yet (I'm still copying stuff over, there's a lot). If people want to look at this conundrum, I can link it anyway. I suppose I should at least send it to Blizzard.

    Update: It's super late / early, but I've finally gotten the cutscene AND the RTT working. Turns out whatever that weird object is corrupts the whole map. The cutscene it is in is invincible, I can't delete it. I copied everything out (though I had to reassign the camera cuts, which sucked) and it still crashed when RTT was turned on, so I exported the new clean cutscene as its own file, and imported it into a clean map. Works now, but I have to copy over all my data changes and audio files. Preferable when it isn't 6 am. Ugh.

    Thanks again for the advice, though, Jack. At least I was able to copy paste most of it out.

    Posted in: Cinematic Creation
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    posted a message on Help! Possible RTT Cutscene Corruption

    Revisiting a cutscene I'd been working on since the CSE's launch, I noticed an odd random alphanumerically-named folder in my cutscene. The object only showed up in the object list, not the scene list, and while it had a checkbox and folder icon next to it, it was unclickable and unmodifiable.

    Playing the cutscene works fine until my RTT node activates a camera, then BOOM crash to desktop with unknown error. Rendering from CSE and playing it in game yield the same result. New test scene with RTT work just fine and don't have the mysterious appended file. I've tried everything I can think of and can't remove this weird object. Apparently I can't copy-paste the rest of the scene to a new file either, and nearly all my backups contain the error.

    Is this a known issue? I can't find reference to it. Is there another way of viewing and modifying cutscene files? Some way to copy - paste everything into a clean file?

    Pic of weird object:Weird object

    Posted in: Cinematic Creation
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    posted a message on [Data] Flipping Doodad

    RISE FROM YOUR GRAVE!

    Sorry to invoke the dark arts of thread necromancy, but I was hoping that Muse, everyone's favorite fractal duck, or someone else knows the secrets of site operations on doodads. The number of doodads I'm having to convert to units is stacking up, and the inability to set height on a one-off basis kinda sucks. Apparently the answer lies in the Aliases of the Site Operation itself? Please help!

    Posted in: Data
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    posted a message on Doodad units & Attachment points

    Would it work to attach the ZhakulDas Library actor to a different unit, something with slightly smaller dimensions that you can use as a 'skeleton' of sorts? Rescale the DT building, attach the library actor to ist base, and it should take hits at about the same places. You wouldn't have death animations, or anything fancy, but you'd get impact beams.

    Posted in: Data
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    posted a message on [Terrain Trix #3] Lighting Guide

    Thanks a lot for going through and cataloging this! Very helpful!

    Posted in: Tutorials
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    posted a message on [Terrain Trix #2] Replicating Warcraft 3 DNC Colouration

    Greytone environment...? Is colorization set to 1.0? I discovered in following this (very helpful :D ) tutorial that Colorize is supersaturated at 0.0 and monochrome at 1.0

    Posted in: Tutorials
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    posted a message on [Editor] How to use Sections

    The data restriction hurts a lot (I miss Neverwinter Nights' ERF format for migrating data), but I can definitely see applications for prototyping and complex doodad structures.

    I had never heard of this feature anywhere. Thanks a lot for the info!

    Posted in: Tutorials
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    posted a message on [Data] Interact Ability Bug?

    One solution, and likely the one you've already thought of and labeled 'clunky', is triggers. Trigger handlers for all interaction, with switching cases and if-then's galore. I respect that; data solutions are always more elegant. A data solution would then have to be custom validators or requirements, I would think, attached to your shop's button displays. Caveat: I've never tried this, so it's all hand-waving at this point.

    Posted in: Data
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    posted a message on Missing beam effect on empty Search Area?

    Thanks a lot for the advice! I'll try that implementation now.

    Currently, I have the beams firing at an empty Damage Effect Set'ted to fire alongside the periodic Search Area calls. I get the beams, but no impacts on empty ground (not the end of the world, but suboptimal). Making the beams travel all the way out to the ability's max range likely just requires a simple Site Operation on the Site Actor.

    It's likely a problem I'm missing with my implementation, but it seems like Generic Attack Actors won't fire any of their Assets from a Persistant Effect. Not model animations, not sounds. That can't be right.

    Posted in: Miscellaneous Development
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    posted a message on Missing beam effect on empty Search Area?

    Hypothesis: the beam's attack actor, ImpalerAttack, requires a target unit for not only impact effects, but the firing of the beam itself. It seems to select a single unit in the search area for beams to fire to, for shield impacts, weapon impacts, etc, even though more than one unit in a group are taking damage.

    I think that adding a hit reaction actor that handles impact effects for each unit damage by ImpalerDamage would yield the proper impact behavior, but if the beam is stopping at an earlier unit because the ImpalerAttack actor is tied to the Impaler (Search) effect, I'll still get no beam for misses. The beam should be traveling out to the full range of the weapon. The only difference cursor position makes is the amount of spread from firing (2 units of spread directly in front of the unit is a lot bigger spread than 2 units downrange).

    Time to redesign the effects. And the actors. Crap.

    Posted in: Miscellaneous Development
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    posted a message on Missing beam effect on empty Search Area?

    I have a unit ability that uses random offsets to fire multiple 5º arc search areas and damage and stun their contents. Basically a crude simulation of a 5-round burst from a C-14. Ghost Snipe Beams for tracers. It has trouble hitting targets at pointblank range, but so far so good.

    The problem is that the ability targets as an AoE, and if it doesn't hit anything, there're no VFX. No Snipe Beams, no muzzle flash. It's still decrementing ammo and playing the marine firing animation, though.

    Specifics (Only non-default / green values are mentioned):

    • Effects
      • BurstFire (Search) - Included purely to get a cursor splat, not linked to the rest of the effects.
      • BurstFire (Execute) - Fires the Impaler (Search) effect 5 times in rapid succession, with a random offset spread of about 2 units in each direction. Target Location entries are all set to Target Point
      • Impaler (Search) - Search area is a 5º arc that applies to 5 targets within 6 units the Impaler (Set) effect. It excludes the Caster, and both the Target Impact and Target Launch locations are BurstFire (Execute)'s Source Unit / Point. The Target Marker is Impaler (Set).
      • Impaler (Set) - Applies both Impaler (Damage) and Apply Hitstun to the target.
      • Impaler (Damage) - Inflicts 4 Ranged damage with standard AI flags and target exclusions.
      • Apply Hitstun - Applies the Hitstun behavior.
    • Behavior
      • Hitstun - Stuns targets for 2 seconds.
    • Ability
      • Burst Fire - 360º Arc Slop. BurstFire (Search) as cursor and BurstFire (Execute) as effect. Allow Movement and Best Unit flags. (Dunno what Best Unit does, I think it's a default).
    • Model
      • ImpalerBeam - Uses the GhostSnipeBeam model.
    • Actors (Likely the trouble spot)
      • BurstFireCursorSplat - AoE cursor.
      • BurstFireAttack - A Generic Attack Action. Launch Assets are Marine Attack Launch (appropriate sound and animation). Only Event is Effect.BurstFireExecute.Start Create. Note that something is wrong with this actor. None of its VFX fire. Muzzle flash is in ImpalerAttack as a workaround.
      • BurstFireRange - Just a range indicator actor.
      • ImpalerBeam - A Beam (Simple) with 2 events: An Actor Creation that plays Beam1's Birth animation and an AnimDone that destroys Beam1.
      • ImpalerAttack - Another Generic Attack Action. Beam is ImpalerBeam. Launch Assets contain all the same elements as the BurstFireAttack. Impact Map has all the appropriate elements. The only event is Effect.ImpalerSearch.Start Create. Since this actor reacts to the ImpalerSearch effect being called, this could be why only one target caught in enfilading fire gets shield hits and impact reactions. The beams should still be generating, though, in cases where nothing is targeted.

    I've been stymied on this ability for quite some time. A big thanks to ProzaicMuse for his excellent Actor and Beam tutorials. I wouldn't be stuck this far along the process without him! Thanks for looking at my problem. I need all the help I can get!

    Posted in: Miscellaneous Development
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