I should have perhaps mentioned that the attached screenshot is taken from the Cutscene property editor, and not from the Data Actors. For the data I do use SOp Explicit Rotation; I tried many different things (including what you just suggested), and I tried using the built-in SOp, but I still get the same problem.
I have this model to which I want to attach a weapon. The model has the attachment point I need, and, in fact, the attachment works correctly: it correctly attaches and follows the model animation and rotation.
Once I add a SOp, though, (because I need to adjust the facing of the attacked model slightly), the model stops following the attachment points and just floats mid-air.
I have read threads where it is suggested that the problem lies in the model. However, if I go to the Cutscene Editor, bring my host model and my attached model, then select Attach to… > Host model::attachmentPoint and then set the rotation for my attached model in the properties, everything works exactly as expected: the attached model is rotated and still follows the host's attachment point during all animations.
This makes me think that the mistake lies somewhere in my Actor set up. Does anybody knows what might be happening there? Or has some suggestions to troubleshoot?
You are a genious! I completely forgot about that mod. I think I found out the solution, though I haven't tested yet, but from what I see in Aiur Chef it looks a simple question of path as I thought. Here is what I suspect:
You can put localized assets inside a folder named like languageCode.SC2Assets, inside that path everything must correspond to the path assigned in the data, and it will load the correct one.
For example: you will put your English sound in enUS.SC2Assets/LocalizedData/Sounds/ProtossUnitVO/sound.ogg and your Spanish sound in esES.SC2Assets/LocalizedData/Sounds/ProtossUnitVO/sound.ogg. In the data editor you can't actually browse those different paths, but it will automatically select the correct path depending on your localization settings.
Two drawbacks that I can see, are that:
All your players will have to download all the sounds in advance.
You need to have duplicate sounds in certain cases, for example for enUS and enGB it doesn't appear that one falls back to the other, but actually that you have to have duplicate files for them.
I wonder if it's possible to set a default fallback.
I will come back with more info when I test it out a bit more. Thank you a lot for the idea!
Thank you. This is however still not what I am looking for: this are alerts for depleting resource nodes. What I am looking are alerts for insufficient resources, or building placement errors.
Since I work on a Mac I have a bit of a hard time finding an MPQ browser. I will try to look better, though: I think this might be the way to go t solve the mystery.
That's too bad. I hoped I could put localized sound files in a specific path, or something.
In any case, publishing different maps is not a viable options, as will make it impossible for players of different languages to play with eachother. Which is imho much worse than having one of them playing with sounds not in their native language :)
Indeed, that's what I was thinking. Where should I look for those .txt files? Obviously inside my SC2Components I only have files that I modified somehow.
They are in the Sounds tab as I mentioned in my first post. You can override those. But, aside from the fact that overriding doesn't feel the best, as there are no Sound Data for Terrazine and Custom Resource, you cannot override them (they use the standard error sound)
Sorry for the duplicate, then. But really I couldn't find it through my searches, and I really tried hard with different keywords. Do you mind pointing the thread out?
I'm trying to locate the Sounds associated with some core alerts, such as “Insufficient Vespene Gas” or Building placement error. I have tried to look for them under Alerts, but I cannot locate them.
Of course I can find the Sound Data object under the sound files, I just don't know what alerts are referencing it.
Obviously I could just override the Sound files with other sounds, but besides being a "patchy" solution, this won't solve the problem of custom resources alerts, for example.
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@A1asd: Go
That was actually pretty easy to do, if I understood your question correctly.
Behavior
Damage response - Chance: 1
Damage response - Minimum: 1
Damage response - Modify Amount: 10
Maximum Stack Count: 5
Maximum Stack Count per Caster: 5
Duration: 100 (this is optional, put whatever duration you want)
Effects
Damage effect
Amount: 1
Apply Behavior effect
Behavior:
YourBehavior
Set effect
Effects:
DamageEffect
|ApplyBehaviorEffect
Ability
Effect:
SetEffect
I have attached the map in which you can see the result and export it.
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Can you explain better what do you want your behavior to do? The way I understand it, you don't need to use a Damage Response.
(Also, I would suggest you use the English version of the editor, it's going to make your life following advice on the internet much easier).
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@Spoolofwhool: Go
I should have perhaps mentioned that the attached screenshot is taken from the Cutscene property editor, and not from the Data Actors. For the data I do use SOp Explicit Rotation; I tried many different things (including what you just suggested), and I tried using the built-in SOp, but I still get the same problem.
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Try this:
From
Map menu > Locale > Modify Locales...
: uncheck everything but the language in which you have localization files for.0
In the button to access your second command card (Submenu type button) there's a checkbox called Submenu sticky which should do the trick.
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I have this model to which I want to attach a weapon. The model has the attachment point I need, and, in fact, the attachment works correctly: it correctly attaches and follows the model animation and rotation.
Once I add a
SOp
, though, (because I need to adjust the facing of the attacked model slightly), the model stops following the attachment points and just floats mid-air.I have read threads where it is suggested that the problem lies in the model. However, if I go to the Cutscene Editor, bring my host model and my attached model, then select Attach to… > Host model::attachmentPoint and then set the rotation for my attached model in the properties, everything works exactly as expected: the attached model is rotated and still follows the host's attachment point during all animations.
This makes me think that the mistake lies somewhere in my Actor set up. Does anybody knows what might be happening there? Or has some suggestions to troubleshoot?
0
@Ahli634: Go
You are a genious! I completely forgot about that mod. I think I found out the solution, though I haven't tested yet, but from what I see in Aiur Chef it looks a simple question of path as I thought. Here is what I suspect:
You can put localized assets inside a folder named like
languageCode.SC2Assets
, inside that path everything must correspond to the path assigned in the data, and it will load the correct one.For example: you will put your English sound in
enUS.SC2Assets/LocalizedData/Sounds/ProtossUnitVO/sound.ogg
and your Spanish sound inesES.SC2Assets/LocalizedData/Sounds/ProtossUnitVO/sound.ogg
. In the data editor you can't actually browse those different paths, but it will automatically select the correct path depending on your localization settings.Two drawbacks that I can see, are that:
enUS
andenGB
it doesn't appear that one falls back to the other, but actually that you have to have duplicate files for them.I wonder if it's possible to set a default fallback.
I will come back with more info when I test it out a bit more. Thank you a lot for the idea!
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@Cacho56: Go
Thank you. This is however still not what I am looking for: this are alerts for depleting resource nodes. What I am looking are alerts for insufficient resources, or building placement errors.
@SoulFilcher: Go
Since I work on a Mac I have a bit of a hard time finding an MPQ browser. I will try to look better, though: I think this might be the way to go t solve the mystery.
0
@Cacho56: Go
That's too bad. I hoped I could put localized sound files in a specific path, or something.
In any case, publishing different maps is not a viable options, as will make it impossible for players of different languages to play with eachother. Which is imho much worse than having one of them playing with sounds not in their native language :)
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@Cacho56: Go
Yes, there are some alerts there, but as you can see, none for Terrazine, Custom Resources and Building placement errors.
@SoulFilcher: Go
Indeed, that's what I was thinking. Where should I look for those .txt files? Obviously inside my SC2Components I only have files that I modified somehow.
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@zorbotron: Go
They are in the Sounds tab as I mentioned in my first post. You can override those. But, aside from the fact that overriding doesn't feel the best, as there are no Sound Data for Terrazine and Custom Resource, you cannot override them (they use the standard error sound)
0
@DrSuperEvil: Go
I'm Sorry DrSuperEvil, but that is not what I am looking for. Besides, I even answered that question! :D
I am looking to change sound files and core alerts, not text strings.
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Sorry for the duplicate, then. But really I couldn't find it through my searches, and I really tried hard with different keywords. Do you mind pointing the thread out?
0
Bump?
0
I'm trying to locate the Sounds associated with some core alerts, such as “Insufficient Vespene Gas” or Building placement error. I have tried to look for them under Alerts, but I cannot locate them.
Of course I can find the Sound Data object under the sound files, I just don't know what alerts are referencing it.
Obviously I could just override the Sound files with other sounds, but besides being a "patchy" solution, this won't solve the problem of custom resources alerts, for example.