Also, I am having a bit of trouble figuring out how to apply a persistent effect that checks for impact on a unit. I want the missile to fly until it hits any unit (or terrain, but that might be something different) then executes its damage effect on that unit. Currently I am trying by applying a behavior that calls a search to the unit, but I can't seem to make it destroy itself upon impacting a unit. Also, the search damages the unit that is attacking as well as the other unit.
Again, any input is greatly appreciated. Thank you!
I am trying to make straight-firing weapon projectiles impact the terrain. I turned on "ignore terrain" in my custom mover (based on the hydralisk needle) so that straight-firing projectiles will do just that, fly straight. Additionally, I want them to impact the terrain and, depending on the projectile type, either be destroyed or blow up (creating an effect at the point of destruction, I would assume). Currently I can do everything but the "below terrain" check in the data editor. Does anyone know how to use the data editor to make missiles impact terrain that is higher than the projectile's travelling height (i.e. a hill)?
I have been tinkering with units lately and was wondering: is there a way to make custom unit flags? I was hoping to do this through the data editor rather than triggers if possible. The goal is to have a non-SC2-specific flag; for example: "has X status" where there is an X, Y, or Z status for each unit.
Additionally, is it possible to create named (new) datatables? I could have sworn I saw the option somewhere but for the life of me cannot find it again and haven't had any luck searching the SC2Mapster forums.
I have been running through the various connections to the Phoenix unit to try to get it to stop "tilting" when it turns. I still want it to make fluid movements while turning and moving, but I also want to disable that tilt effect it has. Any ideas?
I have searched the forums and tried pretty much everything I can think of but have been unable to attach the "Firebat Attack Flame" (as an actor or model) to the "Weapon Right" and "Weapon Left" attach points on the firebat model by using a trigger. I double checked the firebat model and he has both the "Weapon Right" and "Weapon Left" attachment points.
I don't want to use the actual weapon nor do I want to do it all using the data editor, I want to create and attach the flame by using a trigger, unless there is some way to attach the firebat attack flame in the data editor and then make it appear by using a trigger or when a specific animation plays.
Any help is greatly appreciated.
Brief update: I can now attach a unit (actor) to the firebat, however it makes him uncontrollable and unselectable. I just attach a basic unit actor that uses the SOpattachweaponright then "create" it in the scope of the firebat unit through a trigger. Any ideas as to what is going on that is making him unselectable?
Thank you.
SOLVED: Create the actor as a "Model" based on "ModelAddition" and set the Host+ to the target unit, set the Site Operation to SOpattachment<insert weapon loc here>, then use a "create actor" function calling this action and setting the scope to the unit you want to attach to.
Ah, ok, that is what I was guessing. I just checked the original model in the viewer and they have a light, like you said. Thank you so much for all your hard work!
One other question: say I wanted to copy the "Walk" animation of the unit to a new animation sequence ("add" a sequence to the unit). How would I go about doing that? When I add a new sequence it defaults to "stand."
EDIT: I think I solved my own problem. For anyone who is interested: If you want to copy one animation from a sequence to another (or possibly even one file to another)
Select all the bones
Go to Animation -> Save animation
Check the boxes for Animated Tracks, Include Constraints, Keyable Tracks and Segment
Set "From:" to the starting frame of the sequence you want to copy, and set "To:" to the end frame. I left Key per frame unchecked. Save the animation.
Go to the beginning frame of your new sequence, select all the bones
Go to Animation > Load animation
Check "Loading into Active Layer," Relative, and Insert At (set insert at to the first frame of the new sequence
Load the motion - it should copy the bone movements to the new sequence.
Selecting different bones from different sequences and repeating the above can allow you to combine two animations (e.g. "Walk" and "Attack")
I apologize if this is common knowledge (I am guessing it is) to people more versed in 3Ds MAX, but I thought it might help at least one person!
Import and export are working fantastically, thanks!
One quick question (I'm not sure if this is the correct place for this, but I thought it might be related to exporting):
I altered a Firebat model but only changed the walk animation (by moving bones and setting keys) and it seems to work great except for one thing, the attack animation no longer has the yellow glow below the weapons. I noticed this when I made a separate unit and ordered it to play the attack animation. Any ideas? If you suspect this issue is not related to exporting/importing, please let me know.
Thanks for looking into the model import issue, I really appreciate it. I was wondering if you had the time to fix it yet? I downloaded the latest version and still have the problem.
Also, I was wondering if anyone knew how to copy one animation (such as "Walk") to create a new animation? When I "add" a sequence it just starts at the last frame of the last sequence. Sorry, it's more of a 3Ds max question, but after a quick search I couldn't find much on it.
I was wondering if anyone could explain this event? I have been trying to use it to trigger text to appear but have had no success.
Events
Unit Selection - Any Unit is Highlighted by Player 1
Local Variables
Hltd Unit = No Unit <Unit>
Actions
Variable - Set Hltd Unit = (Triggering unit)
UI - Display (Name of (Unit type of Hltd Unit)) and play UI_Starmap_Popup for (All players)
I have tried other selection events (with just simply displaying text) and they do not seem to work either. Is this a bug or am I doing something incorrectly? Any help would be greatly appreciated!
I was just messing around with exporting various models into 3DS MAX and noticed animations would do odd things. For example, I exported the basic marine and when I play its "walk" animation the left leg spins around. When I look at each frame, it is as if the rotation and placement (of the bones) for a few specific frames (in a row) is off, creating the spinning leg. This happened with most of the other models I looked at as well.
Is there something wrong on my end, or does the exporter not fully support animation as of yet*?
One additional question if animation is supported: is there a tutorial that describes how to add and edit unit animation sequences?
I have been messing around with lighting options in the Galaxy Editor trying to make a specific area much darker than the surrounding area but have not had any success. For example: making a corner very dark so that the player (from various camera angles) can only barely make out what is there. I was wondering if anyone could point me in the right direction?
0
Also, I am having a bit of trouble figuring out how to apply a persistent effect that checks for impact on a unit. I want the missile to fly until it hits any unit (or terrain, but that might be something different) then executes its damage effect on that unit. Currently I am trying by applying a behavior that calls a search to the unit, but I can't seem to make it destroy itself upon impacting a unit. Also, the search damages the unit that is attacking as well as the other unit.
Again, any input is greatly appreciated. Thank you!
0
Hello,
I am trying to make straight-firing weapon projectiles impact the terrain. I turned on "ignore terrain" in my custom mover (based on the hydralisk needle) so that straight-firing projectiles will do just that, fly straight. Additionally, I want them to impact the terrain and, depending on the projectile type, either be destroyed or blow up (creating an effect at the point of destruction, I would assume). Currently I can do everything but the "below terrain" check in the data editor. Does anyone know how to use the data editor to make missiles impact terrain that is higher than the projectile's travelling height (i.e. a hill)?
Any assistance is greatly appreciated!
0
Hello,
I have been tinkering with units lately and was wondering: is there a way to make custom unit flags? I was hoping to do this through the data editor rather than triggers if possible. The goal is to have a non-SC2-specific flag; for example: "has X status" where there is an X, Y, or Z status for each unit.
Additionally, is it possible to create named (new) datatables? I could have sworn I saw the option somewhere but for the life of me cannot find it again and haven't had any luck searching the SC2Mapster forums.
Thank you!
0
@Klishu: Go
Fantastic, this worked perfectly :)
Thanks so much!
0
Hello,
I have been running through the various connections to the Phoenix unit to try to get it to stop "tilting" when it turns. I still want it to make fluid movements while turning and moving, but I also want to disable that tilt effect it has. Any ideas?
Help is greatly appreciated! Thank you.
0
Hello,
I have searched the forums and tried pretty much everything I can think of but have been unable to attach the "Firebat Attack Flame" (as an actor or model) to the "Weapon Right" and "Weapon Left" attach points on the firebat model by using a trigger. I double checked the firebat model and he has both the "Weapon Right" and "Weapon Left" attachment points.
I don't want to use the actual weapon nor do I want to do it all using the data editor, I want to create and attach the flame by using a trigger, unless there is some way to attach the firebat attack flame in the data editor and then make it appear by using a trigger or when a specific animation plays.
Any help is greatly appreciated.
Brief update: I can now attach a unit (actor) to the firebat, however it makes him uncontrollable and unselectable. I just attach a basic unit actor that uses the SOpattachweaponright then "create" it in the scope of the firebat unit through a trigger. Any ideas as to what is going on that is making him unselectable?
Thank you.
SOLVED: Create the actor as a "Model" based on "ModelAddition" and set the Host+ to the target unit, set the Site Operation to SOpattachment<insert weapon loc here>, then use a "create actor" function calling this action and setting the scope to the unit you want to attach to.
0
Ah, ok, that is what I was guessing. I just checked the original model in the viewer and they have a light, like you said. Thank you so much for all your hard work!
One other question: say I wanted to copy the "Walk" animation of the unit to a new animation sequence ("add" a sequence to the unit). How would I go about doing that? When I add a new sequence it defaults to "stand."
EDIT: I think I solved my own problem. For anyone who is interested: If you want to copy one animation from a sequence to another (or possibly even one file to another)
I apologize if this is common knowledge (I am guessing it is) to people more versed in 3Ds MAX, but I thought it might help at least one person!
0
@NiNtoxicated01: Go
Import and export are working fantastically, thanks!
One quick question (I'm not sure if this is the correct place for this, but I thought it might be related to exporting): I altered a Firebat model but only changed the walk animation (by moving bones and setting keys) and it seems to work great except for one thing, the attack animation no longer has the yellow glow below the weapons. I noticed this when I made a separate unit and ordered it to play the attack animation. Any ideas? If you suspect this issue is not related to exporting/importing, please let me know.
Thanks!
0
@NiNtoxicated01: Go
Thanks for looking into the model import issue, I really appreciate it. I was wondering if you had the time to fix it yet? I downloaded the latest version and still have the problem.
Also, I was wondering if anyone knew how to copy one animation (such as "Walk") to create a new animation? When I "add" a sequence it just starts at the last frame of the last sequence. Sorry, it's more of a 3Ds max question, but after a quick search I couldn't find much on it.
Thanks!
0
@YiffMaster: Go
I did some digging and couldn't find anything specific.
Your solution worked; I was able to see the ring when scrolling over the unit so I totally ignored unit flags! Thanks so much!
0
I was wondering if anyone could explain this event? I have been trying to use it to trigger text to appear but have had no success.
Events
Unit Selection - Any Unit is Highlighted by Player 1
Local Variables
Hltd Unit = No Unit <Unit>
Actions
Variable - Set Hltd Unit = (Triggering unit) UI - Display (Name of (Unit type of Hltd Unit)) and play UI_Starmap_Popup for (All players)
I have tried other selection events (with just simply displaying text) and they do not seem to work either. Is this a bug or am I doing something incorrectly? Any help would be greatly appreciated!
Thank you.
0
Hey guys,
I was just messing around with exporting various models into 3DS MAX and noticed animations would do odd things. For example, I exported the basic marine and when I play its "walk" animation the left leg spins around. When I look at each frame, it is as if the rotation and placement (of the bones) for a few specific frames (in a row) is off, creating the spinning leg. This happened with most of the other models I looked at as well.
Is there something wrong on my end, or does the exporter not fully support animation as of yet*?
Thank you.
0
Hello,
I have been messing around with lighting options in the Galaxy Editor trying to make a specific area much darker than the surrounding area but have not had any success. For example: making a corner very dark so that the player (from various camera angles) can only barely make out what is there. I was wondering if anyone could point me in the right direction?
Thank you.