I think I found the animation by placing the unit in the cutscene editor and going to animation layer, but I couldn't find a name besides "A13365398967883"
Is that how all the animations are named, and, if so, how do I set it as the baseline?
I've created a new building that uses the campaign's automated refinery model, but since it isn't on a vespene geyser it doesn't play the animation the model usually does. How do I change it so that it will play the animation?
How do I change it so the actor for the missile appears near the barrel of an auto-turret, as opposed to the base? I've basically made an auto-turret that shoots the spore crawler's acid spew, but I made it from scratch, so it doesn't appear coming from the turret's barrel.
I'm having two problems with my map. I have morph abilities that do give the unit the correct stats- health, armor, attacks, etc., but the actor doesn't change. I've tried modeling it after the spire morph abilities, but I'm pretty sure they are identical but do not change actor.
I also have a neutral hero shop that uses the give command ability on auto-cast, but it doesn't always work when I have a unit in range. Any thoughts on how to fix both of these issues?
I actually managed to update the Big Game Hunters map- I'm going on vacation in a couple of days, so I won't be able to update again until after New Year's.
I agree it would be kinda boring to work on bug fixes. Do you think you'll add the the new abilities (like thor AA attack mode) as alternatives to standard WoL research?
This is just my opinion:
Don't add anything new to the mod until HotS comes out; just work on bug fixes and balance. This would be the "WoL" version of the mod. When HotS comes out, you could begin work for a version that would be balanced with it.
Assuming they don't revert most of the last HotS balance patch, balance in HotS will be very different than balance in WoL.
i think having all three would be good, since there are situations where the drop-pod or the medivac can be better, and since the spec ops drop ship can cloak, your opponent can't see it on the minimap unless they have detection. I'd agree with having cloak come with the spec ops drop ship, no research required.
so now I have a different issue, i've verified that they all enable the weapon they are supposed to, but any button I press after the first simply disables the weapon the first one enabled. Also, the buttons disappear afterwards. I'm thinking I might need to have them remove the previous buff since I had each buff enable one weapon but disable the others.
and it's cause i didn't have show advanced values... *facepalm* i enabled it a while ago and i guess you have to enable on every map... thanks for the help.
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Actually, I managed to fix it by messing with events. Probably not the most elegant solution, but it works.
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I think I found the animation by placing the unit in the cutscene editor and going to animation layer, but I couldn't find a name besides "A13365398967883"
Is that how all the animations are named, and, if so, how do I set it as the baseline?
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I've created a new building that uses the campaign's automated refinery model, but since it isn't on a vespene geyser it doesn't play the animation the model usually does. How do I change it so that it will play the animation?
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@SoulFilcher: Go
Thanks! I managed to figure out how to use the offset, so that fixed it.
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How do I change it so the actor for the missile appears near the barrel of an auto-turret, as opposed to the base? I've basically made an auto-turret that shoots the spore crawler's acid spew, but I made it from scratch, so it doesn't appear coming from the turret's barrel.
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Ok, thanks, I was able to fix both issues.
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I'm having two problems with my map. I have morph abilities that do give the unit the correct stats- health, armor, attacks, etc., but the actor doesn't change. I've tried modeling it after the spire morph abilities, but I'm pretty sure they are identical but do not change actor.
I also have a neutral hero shop that uses the give command ability on auto-cast, but it doesn't always work when I have a unit in range. Any thoughts on how to fix both of these issues?
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I actually managed to update the Big Game Hunters map- I'm going on vacation in a couple of days, so I won't be able to update again until after New Year's.
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@SoulFilcher: Go
Well that's unfortunate.
I agree it would be kinda boring to work on bug fixes. Do you think you'll add the the new abilities (like thor AA attack mode) as alternatives to standard WoL research?
0
@SoulFilcher: Go
This is just my opinion: Don't add anything new to the mod until HotS comes out; just work on bug fixes and balance. This would be the "WoL" version of the mod. When HotS comes out, you could begin work for a version that would be balanced with it.
Assuming they don't revert most of the last HotS balance patch, balance in HotS will be very different than balance in WoL.
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@SoulFilcher: Go
just out of curiousity, do you have the HotS beta?
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Do you know how the custom models (such as corsair) are going to interact with the physics engine in heart of the swarm?
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@SoulFilcher: Go
i think having all three would be good, since there are situations where the drop-pod or the medivac can be better, and since the spec ops drop ship can cloak, your opponent can't see it on the minimap unless they have detection. I'd agree with having cloak come with the spec ops drop ship, no research required.
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@Spoolofwhool: Go
so now I have a different issue, i've verified that they all enable the weapon they are supposed to, but any button I press after the first simply disables the weapon the first one enabled. Also, the buttons disappear afterwards. I'm thinking I might need to have them remove the previous buff since I had each buff enable one weapon but disable the others.
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@morgoth780: Go
and it's cause i didn't have show advanced values... *facepalm* i enabled it a while ago and i guess you have to enable on every map... thanks for the help.