I'm actually thinking its not the sound files that hold the animation info but these FXA files I'm finding that are tied to a bunch of the terran portraits (and coincidentally its only the ones with facial features that can move during dialog). Another indicator that these FXA files are responsible for it is that they're in the regionalized MPQ files rather then the main MPQ files for the core, campaign and story modules. The final indicator is that the editor flat out calls the field where they're set as the "Facial Controller"... That is unless raw .ogg files some how hold 3D facial animation data sections I wasn't aware of. ;)
That FaceFX software also coincidentally deals in .FXA files so I have a feeling they are the missing link and yah that program is how you can then edit those files. So far I've also learned that these FXA files seem to know which particular sound files they should react to and they are semi-interchangable between portraits, the siege tank driver and the thor driver for instance I think share enough of a model structure that their faces don't go all insane when you switch their dialog and FXA files, meanwhile try that with the marine or say the medic and its hilarious.
Unfortunately that FaceFX software is 200$ a pop...not something I want to drop on a theory :P
I've done a little digging and here's what I've come up with: There are a bunch of .FXA files within the packages that are attached to portraits and they handle the mouth/movement animations for portraits during transmissions & unit sounds. Unfortunately it seems that each of these files has some sort of list or link that knows which sound files its supposed to work with and which it won't. Meanwhile you can also set a portrait to a different unit's FXA file and then the face will move for that unit's portrait's FXA file's sound list...but be warned its ends up looking hilarious because I'm guessing each FXA file is tailored to that particular portrait's model and using a different one causes weird looking movement.
Here's hoping that the fabled 'startools' blizzard promised us will have abilities to edit these files and let us truly animate the characters for transmissions.
Treat it the same way you would as a player ordering your units to do the same. Issue order 'move->point' with a point in the center (this will make them move to there and ignore everyone) then setup a few 'attack->point' orders around the base and ensure the optional 'replace existing orders' is instead 'after existing orders' so they'll sequencially attack-move their way between the points you've created.
There are other ways for sure, but I think that'd be the simplest.
I'd skip the first trigger entirely, use the second trigger to track the point where the unit died since it its not quite 'dead' yet when that event fires. I'm also wondering if referring the unit type of Triggering Unit will work since that variable might have its reference cleared in the interim 10 second wait(normally this wouldn't be an issue but the unit is being killed and far as I know when units are pulled from the game the engine dereferences anything like variables that point at them), I'd setup two local variables perhaps instead to capture the unit's type and location before that pause and reference them for the respawn instead.
Yah the Melee AI should be able to know how to build its own base, attack waves and expansions etc but far as I can see the campaign AI on the other hand really only knows how to put any resource gathering units into harvesting stuff but everything else you need to basically script them to do it yourself.
trigger issue order for the unit, but when the trigger is initially created click on the first ( in the ability command area and change it to 'order with point' or 'order with target' and chose attack as the ability and a destination as the parameters, I always use order with point and just have a point somewhere near the target I'm wanting them to aim towards, far as I know that's identical to the attack move you'd issue units in game.
Polling 6 variables per second should have no impact on performance, I wouldn't worry about it at all. To give a comparison, the amount of instructions needed just to track and play an idle animation for a single unit would be in the dozens if not hundreds. Nah go for it for sure.
So let me see if I can understand this: You want someone to sit and explain how the income wars' map's original creator made their map in full detail, so that you can then go and copy their work and make an (I'm assuming here) cheap knock-off? Look normally I'm all about helping in this forum but well, this is just too much to ignore. Sorry man, sometimes you have to actually do some thinking and problem solving rather then regurgitate instructions and I'm saddened that as a college student this isn't something you've quite picked up yet. I wouldn't hold me breath waiting for someone to hold your snowflake-like hand through the process of copying someone else's map and bawwww'ping the thread continuously isn't going to help either.
I want to apologize for the snark, this thread just really rubs me the wrong way for some reason. Again I'm sorry (really).
Still applies, just make a bunch of cameras at the positions you want and then use the camera based triggers to switch between then and adjust any tracking you're wanting to accomplish. If you're just trying to move the camera around to non-static locations then the 'pan camera' trigger mixed with setting up desired points/functions that pick points based on other things (like unit position etc) are the way to go. Believe me if you know where you want the camera to be, you can put it there with that trigger.
ED: Oh third person? So stuck to a unit? I actually don't know how to stick a camera to a unit, but I assume if you figure out how to stick it to a unit then you can offset that stuck point using functions that create points.
I haven't ever edited this myself but I see several references to 'bar distance' and 'bar height' etc under UI in the Actor section of the data editor, your answer is likely among them (I'm thinking 'Bar Offset' is what you're looking for).
I find its easiest placing cameras by adjusting the map editor's view to what I want the camera to be looking at/positioned then go to camera mode and create a camera (or if adjusting one then selecting the camera I want to adjust and 'set camera to current view' instead of creating a new one).
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This is now a bookmark for me, thanks :)
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I'm actually thinking its not the sound files that hold the animation info but these FXA files I'm finding that are tied to a bunch of the terran portraits (and coincidentally its only the ones with facial features that can move during dialog). Another indicator that these FXA files are responsible for it is that they're in the regionalized MPQ files rather then the main MPQ files for the core, campaign and story modules. The final indicator is that the editor flat out calls the field where they're set as the "Facial Controller"... That is unless raw .ogg files some how hold 3D facial animation data sections I wasn't aware of. ;)
That FaceFX software also coincidentally deals in .FXA files so I have a feeling they are the missing link and yah that program is how you can then edit those files. So far I've also learned that these FXA files seem to know which particular sound files they should react to and they are semi-interchangable between portraits, the siege tank driver and the thor driver for instance I think share enough of a model structure that their faces don't go all insane when you switch their dialog and FXA files, meanwhile try that with the marine or say the medic and its hilarious.
Unfortunately that FaceFX software is 200$ a pop...not something I want to drop on a theory :P
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I've done a little digging and here's what I've come up with: There are a bunch of .FXA files within the packages that are attached to portraits and they handle the mouth/movement animations for portraits during transmissions & unit sounds. Unfortunately it seems that each of these files has some sort of list or link that knows which sound files its supposed to work with and which it won't. Meanwhile you can also set a portrait to a different unit's FXA file and then the face will move for that unit's portrait's FXA file's sound list...but be warned its ends up looking hilarious because I'm guessing each FXA file is tailored to that particular portrait's model and using a different one causes weird looking movement.
Here's hoping that the fabled 'startools' blizzard promised us will have abilities to edit these files and let us truly animate the characters for transmissions.
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@gizmachu: Go
Oh heh didn't catch that, right okay I see now :)
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Treat it the same way you would as a player ordering your units to do the same. Issue order 'move->point' with a point in the center (this will make them move to there and ignore everyone) then setup a few 'attack->point' orders around the base and ensure the optional 'replace existing orders' is instead 'after existing orders' so they'll sequencially attack-move their way between the points you've created.
There are other ways for sure, but I think that'd be the simplest.
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I'd skip the first trigger entirely, use the second trigger to track the point where the unit died since it its not quite 'dead' yet when that event fires. I'm also wondering if referring the unit type of Triggering Unit will work since that variable might have its reference cleared in the interim 10 second wait(normally this wouldn't be an issue but the unit is being killed and far as I know when units are pulled from the game the engine dereferences anything like variables that point at them), I'd setup two local variables perhaps instead to capture the unit's type and location before that pause and reference them for the respawn instead.
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Yah the Melee AI should be able to know how to build its own base, attack waves and expansions etc but far as I can see the campaign AI on the other hand really only knows how to put any resource gathering units into harvesting stuff but everything else you need to basically script them to do it yourself.
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trigger issue order for the unit, but when the trigger is initially created click on the first ( in the ability command area and change it to 'order with point' or 'order with target' and chose attack as the ability and a destination as the parameters, I always use order with point and just have a point somewhere near the target I'm wanting them to aim towards, far as I know that's identical to the attack move you'd issue units in game.
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@torrasqu: Go
Polling 6 variables per second should have no impact on performance, I wouldn't worry about it at all. To give a comparison, the amount of instructions needed just to track and play an idle animation for a single unit would be in the dozens if not hundreds. Nah go for it for sure.
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So let me see if I can understand this: You want someone to sit and explain how the income wars' map's original creator made their map in full detail, so that you can then go and copy their work and make an (I'm assuming here) cheap knock-off? Look normally I'm all about helping in this forum but well, this is just too much to ignore. Sorry man, sometimes you have to actually do some thinking and problem solving rather then regurgitate instructions and I'm saddened that as a college student this isn't something you've quite picked up yet. I wouldn't hold me breath waiting for someone to hold your snowflake-like hand through the process of copying someone else's map and bawwww'ping the thread continuously isn't going to help either.
I want to apologize for the snark, this thread just really rubs me the wrong way for some reason. Again I'm sorry (really).
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Data Editor->Races->bottom chunk of that data editing area, haven't done it myself but noticed this is how maps give you your starting units and base.
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Still applies, just make a bunch of cameras at the positions you want and then use the camera based triggers to switch between then and adjust any tracking you're wanting to accomplish. If you're just trying to move the camera around to non-static locations then the 'pan camera' trigger mixed with setting up desired points/functions that pick points based on other things (like unit position etc) are the way to go. Believe me if you know where you want the camera to be, you can put it there with that trigger.
ED: Oh third person? So stuck to a unit? I actually don't know how to stick a camera to a unit, but I assume if you figure out how to stick it to a unit then you can offset that stuck point using functions that create points.
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(off topic) Not sure why Gorandor but Avast is insisting that the http://tsof.bplaced.net/brslogo.png in your sig is some kind of malware.
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I haven't ever edited this myself but I see several references to 'bar distance' and 'bar height' etc under UI in the Actor section of the data editor, your answer is likely among them (I'm thinking 'Bar Offset' is what you're looking for).
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I find its easiest placing cameras by adjusting the map editor's view to what I want the camera to be looking at/positioned then go to camera mode and create a camera (or if adjusting one then selecting the camera I want to adjust and 'set camera to current view' instead of creating a new one).