Update: I realized the actor that is linked to the attack was only giving an event for "PunisherGrenadesU" (his original attack), but not "PunisherGrenadesU3" (the upgraded hammer munitions attack).
To fix this, go to the actor "TychusMarauderAttack (Unnamed)" -> Events+ -> then copy and paste the two start and stop messages for the "PunisherGrenadesU" effect, but replace them with "PunisherGrenadesU3".
Update: I found that the blue zealot charge animation is a spell. And there is an actor called "Charging Anim" to enact the spell.
In order for it to work for the new ability, I made an event in the unit's actor itself.
Go to the unit’s actor -> Events + -> Create new event -> Behavior -> [The behavior of the ability]“Alarak- Deadly Charging Copy” -> Create -> Animation Play -> Name: Spell -> Animation Properties: Spell.
Update: I found that the blue zealot charge animation is a spell. And there is an actor called "Charging Anim" to enact the spell.
In order for it to work for the new ability, I made an event in the unit's actor itself.
Go to the unit’s actor -> Events + -> Create new event -> Behavior -> [The behavior of the ability]“Alarak- Deadly Charging Copy” -> Create -> Animation Play -> Name: Spell -> Animation Properties: Spell.
I realized I wasn’t finding the damage effect because I needed to be using the “Void-Multi (Mod)” dependency.
They separated the damage effect into an upgrade called "Sundering Impact". It's listed as a validator under “Zealot - Charging Damage Secondary” Effect that effect is the 8 damage under the effect “Zealot - Charge Apply Buff” effect which shows a lot more than just selecting the ability.
I had a bit of difficulty trying to replicate the ability how it was, so I just duplicated Alarak’s Deadly Charge instead, and it’s working perfectly now.
The only thing left is I’m trying to find the model file for the Zealot’s blue trail when he charges. Does anyone happen to know what actor or events are used for the Zealot’s charge blue model trail?
I checked the events of the Zealot’s actor, and I found the “Behavior. Charging On” -> “Model Sudden Motion Start” event, but it didn’t seem to effect the blue trail.
I also looked around for an actor or model that created the blue trail, but couldn’t seem to find either.
Since the latest patch took away the +8 damage to the Zealot's charge, how do I edit the effect (or add a new effect) to the charge so it once again deals 8 damage?
To clarify for those like myself who may be confused about this at first... To make the animation play faster, increase the time scale number. To make the animation play slower, decrease the number. It is a multiplicative number. So a time scale of "2.0" will play twice as fast. A time scale of "0.5" will play half as fast.
How do I make a trigger that gives AI Commands to make an expansion base to a certain location like you can in a regular melee game using the "Alt + C" and "Alt + E" AI Command keys?
How do I get rid of Dehaka's purple aura under his feet? It doesn't appear to be attached to his model file, because if you look at the model file separately, it isn't attached.
When you place "Dehaka (Coop)" on a map, he has a different model than when you actually see him in a test map. What kind of trigger do I have to set up to change Dehaka to max level, so I can unlock his bigger models and more advanced abilities?
To help others with what I had to piece together from this thread...
In order to see the "Power Visual Prodigal engineer" actor when you select the unit you want to place it on... You have to change that on the unit's actor events itself. The visual power field is not attached to Karax's "Master Phase-Smith" passive behavior at all. It is attached to the actor events of Karax's unit actor himself.
So go look at Karax's unit actor (The actor with the unit icon, and it's just called "Karax"). Look at its "Events+", and you will see two events called "Selection Local Update Start" and "Selection Local Update Stop" with a create and destroy "Power Visual Prodigal engineer" message underneath them. Copy those on to the unit actor's events you want to place Karax's aura power field visual effect on, to make it look just like Karax's when you select that unit.
For those who might read this thread and not know what to do...
To give a sound a lip syncing movement animation... First, find the unit sound file you want to change (example: "Swann_What"). Then go to "Sound Assets^+" to see the sounds (You can play each of the sounds to decipher each sound). Find one that already has an animation. Double click the sound (or right click and click "modify sound"), then go to the animation tab. Copy an animation file name from one that already has one, and then give it to the sound that doesn't.
So an example of this would be "Sounds" -> "Swann_What" -> "Sound Assets^+" -> [Pick a sound file that has an animation and double click it. For my example I'll use "Swann_What00"] -> Animation tab -> Copy "Swann_What00" next to Facial Animation -> [Find the sound file you want to change or add the animation too. Double click it] -> Animation tab -> Paste "Swann_What00" next to Facial Animation. -> Type "Default" next to Facial Group.
And Voila! Your sound now has facial animations for that unit!
Copy and paste it from another unit. That's what I do. Go to a unit with a custom status frame that you like (my personal go-to is "Alarak - Void"), then click on their actor, find "Custom Unit Status Frame" and copy that field onto the "Custom Unit Status Frame" field of the unit you want to change.
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Update: I realized the actor that is linked to the attack was only giving an event for "PunisherGrenadesU" (his original attack), but not "PunisherGrenadesU3" (the upgraded hammer munitions attack).
To fix this, go to the actor "TychusMarauderAttack (Unnamed)" -> Events+ -> then copy and paste the two start and stop messages for the "PunisherGrenadesU" effect, but replace them with "PunisherGrenadesU3".
0
After researching the upgrade "Hammer Munitions" for the unit "Kev 'Rattlesnake' West - Marauder", he loses the impact model for his attack.
(Feel free to try this out yourself by going into the editor, testing his attack without the upgrade, and then testing his attack with the upgrade)
My question is... After researching the Hammer Munitions upgrade, how do you give him back the impact model to his attack?
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Update: I found that the blue zealot charge animation is a spell. And there is an actor called "Charging Anim" to enact the spell.
In order for it to work for the new ability, I made an event in the unit's actor itself.
Go to the unit’s actor -> Events + -> Create new event -> Behavior -> [The behavior of the ability]“Alarak- Deadly Charging Copy” -> Create -> Animation Play -> Name: Spell -> Animation Properties: Spell.
0
Update: I found that the blue zealot charge animation is a spell. And there is an actor called "Charging Anim" to enact the spell.
In order for it to work for the new ability, I made an event in the unit's actor itself.
Go to the unit’s actor -> Events + -> Create new event -> Behavior -> [The behavior of the ability]“Alarak- Deadly Charging Copy” -> Create -> Animation Play -> Name: Spell -> Animation Properties: Spell.
0
I'm trying to find the model, actor, or event that creates the blue trail for the Zealot's charge ability.
I've searched everywhere I can think of. In the actor's events, in the general actors, in models... Does anyone else know where I can find it?
This is a picture of the blue trail I'm talking about.
0
I realized I wasn’t finding the damage effect because I needed to be using the “Void-Multi (Mod)” dependency.
They separated the damage effect into an upgrade called "Sundering Impact".
It's listed as a validator under “Zealot - Charging Damage Secondary” Effect
that effect is the 8 damage under the effect “Zealot - Charge Apply Buff” effect which shows a lot more than just selecting the ability.
I had a bit of difficulty trying to replicate the ability how it was, so I just duplicated Alarak’s Deadly Charge instead, and it’s working perfectly now.
The only thing left is I’m trying to find the model file for the Zealot’s blue trail when he charges. Does anyone happen to know what actor or events are used for the Zealot’s charge blue model trail?
I checked the events of the Zealot’s actor, and I found the “Behavior. Charging On” -> “Model Sudden Motion Start” event, but it didn’t seem to effect the blue trail.
I also looked around for an actor or model that created the blue trail, but couldn’t seem to find either.
0
Since the latest patch took away the +8 damage to the Zealot's charge, how do I edit the effect (or add a new effect) to the charge so it once again deals 8 damage?
0
To clarify for those like myself who may be confused about this at first... To make the animation play faster, increase the time scale number. To make the animation play slower, decrease the number. It is a multiplicative number. So a time scale of "2.0" will play twice as fast. A time scale of "0.5" will play half as fast.
0
How do I make a trigger that gives AI Commands to make an expansion base to a certain location like you can in a regular melee game using the "Alt + C" and "Alt + E" AI Command keys?
0
In reply to Forge_User_41665328:
Perfect. That worked. Thank you.
0
How do I get rid of Dehaka's purple aura under his feet? It doesn't appear to be attached to his model file, because if you look at the model file separately, it isn't attached.
0
When you place "Dehaka (Coop)" on a map, he has a different model than when you actually see him in a test map. What kind of trigger do I have to set up to change Dehaka to max level, so I can unlock his bigger models and more advanced abilities?
0
To help others with what I had to piece together from this thread...
In order to see the "Power Visual Prodigal engineer" actor when you select the unit you want to place it on... You have to change that on the unit's actor events itself. The visual power field is not attached to Karax's "Master Phase-Smith" passive behavior at all. It is attached to the actor events of Karax's unit actor himself.
So go look at Karax's unit actor (The actor with the unit icon, and it's just called "Karax"). Look at its "Events+", and you will see two events called "Selection Local Update Start" and "Selection Local Update Stop" with a create and destroy "Power Visual Prodigal engineer" message underneath them. Copy those on to the unit actor's events you want to place Karax's aura power field visual effect on, to make it look just like Karax's when you select that unit.
1.85792510742787
For those who might read this thread and not know what to do...
To give a sound a lip syncing movement animation... First, find the unit sound file you want to change (example: "Swann_What"). Then go to "Sound Assets^+" to see the sounds (You can play each of the sounds to decipher each sound). Find one that already has an animation. Double click the sound (or right click and click "modify sound"), then go to the animation tab. Copy an animation file name from one that already has one, and then give it to the sound that doesn't.
So an example of this would be "Sounds" -> "Swann_What" -> "Sound Assets^+" -> [Pick a sound file that has an animation and double click it. For my example I'll use "Swann_What00"] -> Animation tab -> Copy "Swann_What00" next to Facial Animation -> [Find the sound file you want to change or add the animation too. Double click it] -> Animation tab -> Paste "Swann_What00" next to Facial Animation. -> Type "Default" next to Facial Group.
And Voila! Your sound now has facial animations for that unit!
0.950806286997347
Copy and paste it from another unit. That's what I do. Go to a unit with a custom status frame that you like (my personal go-to is "Alarak - Void"), then click on their actor, find "Custom Unit Status Frame" and copy that field onto the "Custom Unit Status Frame" field of the unit you want to change.