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Harvest Dropoff on Charater (Solved)

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Solved

  • 9 posts
    #1 Feb 05, 2013 at 04:06 UTC - 0 likes

    Harvesting Help

    My Problem

    Hey every one! :)
    I ran into an visual issue recently I'd like to fix. I gave the marine the ability to harvest and the drop-off for the marine is himself. Its the same system Mineral Z uses to harvest minerals.

    If interrupted while harvesting he has a huge piece of mineral hanging out of his chest. Although I like the fashion statement, it has to go.

    The Answers I Need

    1. How to change this model to something else
    2. How to move this model to a different position
    3. If I can place this model on the ground next to the place I'm harvesting from.

    Extras

    Below I have attached a image of what I'm talking about.
    Please respond with a screenshot so I know what your talking about.

    Last edited Feb 05, 2013 by gamemore
    • Screenshot2013-02-04_22_50_47.jpg

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    #2 Feb 05, 2013 at 04:09 UTC - 0 likes

    as i recall the model is attached due to the behavior the unit gets from mining, you could remove the behavior and it would go away.

    #3 Feb 05, 2013 at 04:38 UTC - 0 likes

    Well I looked under both and didn't see anything model related. I've posted some images below to help refresh your memory ;)

    • help_1.png
    • help_2.png
    #4 Feb 05, 2013 at 07:18 UTC - 0 likes

    @gamemore: Go

    1. You can most likely change the art of the mineral at this model in the data editor: Carry Mineral Field Minerals

    Search that and you should get the mineral crystal that appears when holding it, and all you have to do is change the "art: model"

    2. Im not sure how to change the position of where the carried resoruce will be, check the SCV, Probe, or Drone actors for anything on resource carried offsets.

    3. Sorry but i have no idea how you would do that...

    #5 Feb 05, 2013 at 10:40 UTC - 1 like

    You change the positioning of attached actors under the Host: Host Site Operations field.

    If you want to remove the minerals that appear completely you go into the Carry Mineral Field Minerals actor, Event: Events field and remove every event that looks like Behavior.CarryMineralsWhatever.Start or Behavior.Carry[...].Stop


    Check out my project:
    MechCraft

    #6 Feb 05, 2013 at 13:45 UTC - 0 likes

    @gamemore: Go

    Look at the actor Carry mineral field minerals, and it's events. Behaviors have nothing to do with how things look, always look at the actors.

    Last edited Feb 05, 2013 by willuwontu
    #7 Feb 06, 2013 at 19:06 UTC - 0 likes

    As stated above on completion of harvesting you get a buff added that the Model type actor uses as a signal to be created. It is then attached like any other model attachment (see tutorials by ProzaicMuze). As for the creating on harvest start you would need second model created when the ability starts and destroyed when the buff is added.

    #8 Feb 07, 2013 at 13:06 UTC - 0 likes

    I'll be free tonight to work on this. Thanks for the quick responses. I'll post again once I try out all your ideas.

    #9 Feb 09, 2013 at 15:12 UTC - 0 likes

    Alright I was able to remove the model using the method below. Thanks for all the help I learned a lot from this.

    Quote from Bommes: Go

    You change the positioning of attached actors under the Host: Host Site Operations field.

    If you want to remove the minerals that appear completely you go into the Carry Mineral Field Minerals actor, Event: Events field and remove every event that looks like Behavior.CarryMineralsWhatever.Start or Behavior.Carry[...].Stop

  • 9 posts