The SC2 Editor doesn't Render textures in real time, if you've imported the correct Textures that come with the model. AND in the import section, you've moved them to the file Assets/Textures, you can then Save and restart the Editor.
When you return, it shouldn't be blue, it should be the applied texture.
Had to play around with it for a bit, but I finally got it to work:
WeaponStart.Baton
AnimBracketStart Spell Spell,00
WeaponStop.Baton
AnimBracketStop Spell
It now works. However, not using the WeaponStop, will result in both the regular Attack and Spell animations being played on the ranged weapon.
Thanks, SuperEvil.
I'm just saying, I have some stuff in this map of mine from cafe.naver.com which are high quality Marines, Vikings, etc. Like these.
It would fit in well, and it'd be great for those who'd want it.
So I was thinking there is already a Combat Nova, on cafe.naver.com. They took the SM model from Nova and gave it Nova (game) animations, and a rifle from the Armory in WoL.
I noticed Narud turned into Kerrigan's former self, and figured it would be an awesome model if we could get it.
I've located the model, it's in the Swarm Story (Campaign) dependency file. I've even located the folder and where it SHOULD be.
Assets/StoryModeCharacters/Zerg/SMX1_NarudKerrigan/SMX1_NarudKerrigan.m3
Would anyone mind finding this model, and giving it Nova animations and a Ghost gun? (To be specific, the one from the SM Ghost Crate in the WoL campaign?)
I hate to sound needy, and if somebody is willing to put the work in this I'd be extremely grateful.
I'd do this if I knew how.
If nobody wants to, or you don't think an SM Kerrigan (sc1) model would rock. Oh well.
Thank you for all your help Deadzergling, I've got it working and it's exactly what I needed.
I really couldn't have made this ability to the lack of skill in the Data Editor. Anyways, thanks! I hope I get better so I don't bug SC2Mapster so much.
@silvermage: Go - Are you regarding to the Warbot in the Castanar Missions?
That's an easy thing to make, the behaviors basically Added a weapon to the unit.
I'm trying to have the three weapons switch firing modes, I have an Assault Rifle with Single/Burst/F-Auto made already.
I just really need help with it, due to my inept abilities with the Galaxy Editor.
Got stuck on the final step with the Switch Effect, trying to wrap my mind around how to do it.
I have no clue how I'm going to integrate that into the Set effects that get cast when the ability is used.
It's probably very simple, and I'm just blind at 1-AM.
Or the fact I'm in unfamiliar territory.
Thank you so much for the code so far, haven't tested it yet but it looks promising.
It'll be awesome for my Realistic Warfare mod, when I get it kicked into development.
Realistic Warfare will have realistic weapons such as that one I'm developing on now.
Actual bullets firing out of guns, and RPG weapons which move to a target point and don't follow like Seeker Missiles.
Anyways, thanks for all your help, again. I find myself more a designer than a coder, and SC2Mapster has helped out A LOT.
0
The SC2 Editor doesn't Render textures in real time, if you've imported the correct Textures that come with the model. AND in the import section, you've moved them to the file Assets/Textures, you can then Save and restart the Editor.
When you return, it shouldn't be blue, it should be the applied texture.
0
Had to play around with it for a bit, but I finally got it to work:
WeaponStart.Baton
AnimBracketStart Spell Spell,00
WeaponStop.Baton
AnimBracketStop Spell
It now works. However, not using the WeaponStop, will result in both the regular Attack and Spell animations being played on the ranged weapon. Thanks, SuperEvil.
0
Weapon Actors or the Unit Actor Events?
Would anyone mind posting detailed instructions again? I'd greatly appreciate it, thanks.
0
I'm making a Ghost a Police Enforcer in my map, I've made him a shotgun and baton weapon.
Unfortunately, I don't know how to make the baton play the Ghost's "Spell" loop, and the shotgun's attack animation not be effected.
I already tried this under the weapon's actor, no idea why it didn't work. Combat: Attack Animation Name: Spell
The weapon is a duplicated Zeratul weapon, and I'd like to make it just change the animation of the ghost to Spell instead of Attack.
0
The pre-rendered cinematics are a good thing for those with bad computers, but there should be an option to make them live.
@Kanitala - The SM Models are here. While the SMX1NarudKerrigan is under Assets/StoryModeCharacters/Zerg in the editor.
0
I'm just saying, I have some stuff in this map of mine from cafe.naver.com which are high quality Marines, Vikings, etc. Like these. It would fit in well, and it'd be great for those who'd want it.
0
So I was thinking there is already a Combat Nova, on cafe.naver.com. They took the SM model from Nova and gave it Nova (game) animations, and a rifle from the Armory in WoL.
I noticed Narud turned into Kerrigan's former self, and figured it would be an awesome model if we could get it.
I've located the model, it's in the Swarm Story (Campaign) dependency file. I've even located the folder and where it SHOULD be. Assets/StoryModeCharacters/Zerg/SMX1_NarudKerrigan/SMX1_NarudKerrigan.m3
Would anyone mind finding this model, and giving it Nova animations and a Ghost gun? (To be specific, the one from the SM Ghost Crate in the WoL campaign?)
I hate to sound needy, and if somebody is willing to put the work in this I'd be extremely grateful. I'd do this if I knew how.
If nobody wants to, or you don't think an SM Kerrigan (sc1) model would rock. Oh well.
0
Thank you for all your help Deadzergling, I've got it working and it's exactly what I needed.
I really couldn't have made this ability to the lack of skill in the Data Editor. Anyways, thanks! I hope I get better so I don't bug SC2Mapster so much.
0
@silvermage: Go - Are you regarding to the Warbot in the Castanar Missions? That's an easy thing to make, the behaviors basically Added a weapon to the unit. I'm trying to have the three weapons switch firing modes, I have an Assault Rifle with Single/Burst/F-Auto made already. I just really need help with it, due to my inept abilities with the Galaxy Editor.
0
Alright, made the Switch effect.
Now I just need to know how to apply it.
When I said:
I mean just a simple Apply behavior ability. I don't know how I'm going to make all the effects apply into three abilities.
I mean, is it going to be one ability which just cycles through fire-modes, or three different abilities?
I must be doing this entire Galaxy Editor map wrong, I don't even know how many abilities I'll need! Haha.
0
I used the Raven's Autoturret behavior on Items in my RPG map, so that they didn't stick around forever.
Simply add in Behaviors+ the Autoturret Timed Life, or something along those lines. 60 seconds and it dies. ^_^
0
Here is a K5 Kerrigan Testmap, it works perfectly fine
0
@urzaiz87: Go
I don't know, maybe you could request Ghostnova91 to separate the lights from that ship as a model over in the Artist Tavern?
0
I have no clue how to make the Switch effect Cases. Or how I'd use it with the Effect Sets.
Also, do I just make a Stimpack kind of ability which applies the Effect Sets?
Could I have some more help if anyone doesn't mind?
0
Got stuck on the final step with the Switch Effect, trying to wrap my mind around how to do it. I have no clue how I'm going to integrate that into the Set effects that get cast when the ability is used.
It's probably very simple, and I'm just blind at 1-AM. Or the fact I'm in unfamiliar territory.
Thank you so much for the code so far, haven't tested it yet but it looks promising.
It'll be awesome for my Realistic Warfare mod, when I get it kicked into development.
Realistic Warfare will have realistic weapons such as that one I'm developing on now. Actual bullets firing out of guns, and RPG weapons which move to a target point and don't follow like Seeker Missiles.
Anyways, thanks for all your help, again. I find myself more a designer than a coder, and SC2Mapster has helped out A LOT.