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    posted a message on Looking for help to splat a few bugs

    The description for this forum says "can't quite get it done yourself" so I assume I'm in the right place.

    I made a new Zerg building that morphs but I can't find how to get the morph animation to take place. All I want is for it to look like any 3x3 Zerg building is being built.

    I have a few other issues but you'll need to be willing to Skype with me as they're very specific to what I'm trying to do with my map. I'm almost done with my map, I just need to work out these bugs and I'm good :)

    Posted in: Map Suggestions/Requests
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    posted a message on Having an issue with a Beam/Missile Actor

    Actually I learn tons from it. Because I can see what works. Some people learn differently.

    Which missile actor are you talking about? Nothing says I should create a missile actor. Sentries and Void Rays don't have Missile actors.

    Edit: I'm not understanding anything you're saying except the _LaunchGuide. I mean I can find HostImpact and HostLaunch but when you say something like "::Creator (Search for)" I have no clue because there's no values in those fields that fit that description.

    Posted in: Data
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    posted a message on Having an issue with a Beam/Missile Actor

    I'm not sure what to do at this point. The beam gives me an error:

    Could not reattach beam during modelswap to ViperConsumeStructureTentacle

    Model created via Cache; ModelLink {ViperConsumeStructureTentacle} Failure to initialize.

    Now normally a beam doesn't need a launch missile effect but the Beam isn't launching a model. I can't figure out why. So I've made the CP launch the missile in the initial effect. This doesn't let it track but it at least it launches at all. Making the LM link back to the CP in the Impact Effect allows the Missile to track. If I end up deleting the Beam actor in this case it will instead create multiple instances of the LM until destroyed. (Since it's the Viper consume that ends up ugly, laggy, and definitely not intended).

    So unless I get the Beam to work all of the above needs to be intact as I've tried switching up various effects and they all break it in some way or another.

    Now you may be asking, "Well, looks like you got it to work, right?" Nawp. This one has it's own complications as well. It infinitely creates the damage impact model of consume at the target unit. This gets laggy in a heartbeat. It also won't destroy even if the Viper stops attacking or if the unit dies, creating a Lag-nuke zone.

    Any ideas?

    Posted in: Data
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    posted a message on Simplest way to allow weapon stacking

    Well I don't understand what you mean. Still don't, actually.

    I've put multiple weapons on one unit just fine. So in the future I guess be more comprehensive about your issue?

    Posted in: Data
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    posted a message on Having an issue with a Beam/Missile Actor

    This isn't my first rodeo nor doing complex things.

    I've already done something like make the Warhound's Haywire Missiles a spell instead of attack. I'm kind of going in reverse now though.

    I'm pretty aware of the actor system but it's also very complex and I don't know everything. No one knows everything about the editor anyway except maybe Blizzard staff. Otherwise our Wiki wouldn't have so much (Unknown)'s in it.

    Posted in: Data
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    posted a message on Simplest way to allow weapon stacking

    So go to the weapon(s) and make sure that "Linked Cooldown" in Weapon: Options + is NOT checked.

    If it is, probably just doing this will get what you want to happen.

    If it is not try unflagging "Can Initiate Attack" Keep "Continuous Scan" flagged.

    Require Enabled Attack Ability should be of course flagged.

    Lastly if all else fails Flag "Ignore Threat." Ignore Threat doesn't discriminate between what can or can not attack it, but it also does allow for multiple weapons to fire on the same or separate targets.

    Posted in: Data
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    posted a message on Having an issue with a Beam/Missile Actor

    So I made the Viper's Consume it's attack. So I made it a weapon and removed the modify target effect. That's pretty much it, everything for the most part went great.

    Except if the target moves the Consume missile doesn't follow. The old Consume does, you can test it on an uprooted crawler. After trying a few things I didn't get it to work. So I made a beam instead. Except the Beam won't create the "ViperConsumeStructureTentacle" model at all with everything I try. I even decided to follow the tutorial we have (which a lot of people seem to have the same problem as I following that tutorial). Without the ability to create the model I can't tell if the model will follow it's target.

    Please help, it's starting to get really frustrating for me.

    Posted in: Data
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    posted a message on Damage effects going through immortal shields

    Spell damage goes through Immortal shields. Everything else is mitigated. (Ranged, Melee, Splash)

    Posted in: Data
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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    I attempted to turn the Viper's Consume in to a Beam using your tutorial and I had two problems. The sound, using your method, just played for the rest of eternity. I had to go elsewhere to figure out how to kill it when effect ends.

    The other problem is that the Consume model wouldn't play and I'd get this error in the test map.

    Could not reattach beam during modelswap to ViperConsumeStructureTentacle.

    Model created via Cache; ModelLink {ViperConsumeStructureTentacle} Failure to initialize.

    (Why can't I just paragraph things once? Why must everything be spaced?)

    Posted in: Tutorials
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    posted a message on Morph Transience?
    Quote from TyaStarcraft: Go

    Mods can use triggers. Make a library, and put all your triggers into the library.

    Also make sure to flag all relevent "ignore x" flags on the morph ability. Ignore facing etc.

    Just to be clear; it was my understanding that if you want your mod to be able to be played on any map you couldn't use triggers?

    Thanks DrSuperEvil, I'll see if I can find your demo and take a look. I'll report back here success or not.

    Posted in: Data
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    posted a message on Reversing an animation
    Quote from KingRadical: Go

    er, i remember somewhere someone had asked this exact same question. one of the responses seemed rather painful to do, but it would work. it essentially boiled down to using actor events with a very very fast timer with the event and action "Timer Expired" -> "Animation Set Time" or something like that and manually setting the desired point in time of the desired animation. Example: Animation "Attack" Set Time 1.00 -> Animation "Attack" Set Time .9 -> Animation "Attack" Set Time .8 etc. until the animation has 'reversed' then clearing the animation at the end.

    I'll take a look in to this. Any more information you could give would be swell :)

    Posted in: Cinematic Creation
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    posted a message on Reversing an animation

    Animations are a set of frames. This one in particular has 5000 if I recall correctly. I only need the first 2500. What I would do is move frame 2499 to replace frame 2501 and so on... (This sounds really tedious but in smooth animation editors this takes about a second).

    Posted in: Cinematic Creation
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    posted a message on Morph Transience?

    Can't use triggers, it's a mod.

    Posted in: Data
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    posted a message on Morph Transience?

    I made SCVs that morph in to a MULE instead of a calldown and when the morph happens the MULE stops and has to be re-ordered to gather. Happens vice versa when the morph wears off as well. I'd like for it to continue doing whatever it was doing (gathering, returning cargo, repairing, move command, returning to gather).

    Also, if it has minerals when the morph occurs or when the morph ends it won't return them. They're held in the hand of the morphed unit and the return cargo button is no longer present unless they go gather again. If the morph ends or reapplied they will return the minerals. So it seems the minerals are owned by the unit state that gathered them and the other side of the morph can't return them.

    Suggestions?

    The ability is as the calldown MULE but the effect is Issue Order to the morph ability on the unit itself. On the MULE a behavior is on the unit so that after 90 seconds it just Issues another order to morph to SCV.

    Posted in: Data
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    posted a message on Reversing an animation

    Well I think I'd like to cut it down to 2.5 Although I've never had to do this.

    it's not possible to move a single frame over by hand?

    Posted in: Cinematic Creation
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