You switch to XML view (CTRL + 3), then select your actor. It should highlight the first line of XML data of your actor, the actor looks like this:
(previous actor)
<CActorBlaid="MyActor"parent="SomeParent"Some=OtherStuff><!-- this line should be highlighted-->
(a bunch of stuff)
</CActorBla>
(next actor)
There will probably be a lot more entrys like this, make sure to only copy the actor you want to share.
Copy everyhing between these 2 tags (including the tags themselves) to pastebin or in your post.
Do not use a Unit type actor as an attachment, any unit can only support one unit actor in its scope. Use a Model actor instead (for attachments, I usually use type Model, based on Model Animation Style Continuous)
Also do not try to change your existing Unit type actor to a Model type, it produces a lot of strange errors. Delete it and create a new one from scratch.
Hey all, I'm kinda stuck on this problem...
So I have a unit picking up an item, which gives it a behavior. I'm trying to creating a cool looking aura type thing for this behavior.
What I'm trying to do: Have some kind of special actor get attached to a unit and then remove it when the behavior ends.
What I have:
Aura Actor Events:
Behavior AURA on
>Create
Behavior AURA off
>Destroy
This creates my Aura actor on the unit, but as soon as it is destroyed I can't click back on original unit, it becomes unselectable?
I think my method of attaching actors is wrong and how to destroy them.
What is the common method for this?
That sounds about right, could you post the XML data of the actor?
@Kueken531: Go
How do I post the XML data of the actor?
@Juxtapozition: Go
Theres an option in flags + that says Allow Hit Test, Make sure thats off. this bug happens to me from time to time.
@RedeyesFrenzyDragon: Go
This didn't seem to work :/
Do I disable that on the original actor or the actor being added?
You switch to XML view (CTRL + 3), then select your actor. It should highlight the first line of XML data of your actor, the actor looks like this:
There will probably be a lot more entrys like this, make sure to only copy the actor you want to share.
Copy everyhing between these 2 tags (including the tags themselves) to pastebin or in your post.
@Kueken531: Go
Here's the xml for the actor being attached:
<CActorUnit id="SpeedBoost" parent="GenericUnitStandard" unitName="DefensiveWall45GateLargeEastLowered">
<EditorCategories value=""/>
<On Terms="Behavior.SpeedBoost.Off" Send="Destroy"/>
<On Terms="Item.SpeedBoost" Send="Create"/>
<Model value="SpeedBoost"/>
<Scale value="0.100000"/>
<BuildModel value="RedFlag"/>
<DeathArray index="Normal" ModelLink="RedFlag"/>
<PlacementModel value="RedFlag"/>
<HighlightTooltip value="Unit/Name/Bogus"/>
<ModelFlags index="AllowHitTest" value="0"/>
</CActorUnit>
and here's the xml for the actor it is being attached to:
<CActorUnit id="xGhost" parent="GenericUnitStandard" unitName="xReaper">
<Macros value="UnloadDropAnim"/>
<EditorCategories value=""/>
<On index="45" Terms="Abil.TacNukeStrike.SourceCastStart" Send="AnimPlay SpellA Spell,A"/>
<On index="46" Terms="Abil.TacNukeStrike.SourceCastStop" Send="AnimClear SpellA"/>
<On index="47" Terms="Abil.TacNukeStrike.SourceChannelStart" Send="AnimPlay SpellB Spell,B PlayForever"/>
<On index="48" Terms="Abil.TacNukeStrike.SourceChannelStop" Send="AnimClear SpellB"/>
<On index="49" Terms="Abil.TacNukeStrike.SourceFinishStart" Send="AnimPlay SpellC Spell,C"/>
<On Terms="Abil.TacNukeStrike.SourceFinishStop" Send="AnimClear SpellC"/>
<On Terms="Abil.Snipe.SourceCastStart" Send="AnimBaselineStop"/>
<On Terms="Abil.Snipe.SourceCastStart" Send="AnimPlay SpellA Spell,A"/>
<On Terms="Abil.Snipe.SourceCastStop" Send="AnimClear SpellA"/>
<On Terms="Abil.Snipe.SourceCastStop" Send="AnimBaselineStart"/>
<On Terms="Abil.Snipe.SourceChannelStart" Send="AnimPlay SpellB Spell,B PlayForever"/>
<On Terms="Abil.Snipe.SourceChannelStop" Send="AnimClear SpellB"/>
<On Terms="Abil.Snipe.SourceFinishStart" Send="AnimPlay SpellC Spell,C"/>
<On Terms="UnitMovementUpdate.*.Walk; AnimPlaying SpellC" Send="AnimBracketStop Desecrate Instant"/>
<On Terms="Abil.EMP.SourceCastStart" Send="AnimPlay SpellC Spell,C 0 0.000000 0.300000"/>
<On Terms="Abil.attack.ReadyStart" Send="AnimGroupApply Ready"/>
<On Terms="Behavior.GhostHoldFireB.On" Send="AnimGroupApply Cover"/>
<On Terms="Behavior.GhostHoldFireB.On" Send="AnimPlay MorphStart Cover,Start"/>
<On Terms="Behavior.GhostHoldFireB.On" Send="AnimClear MorphEnd"/>
<On Terms="Behavior.GhostHoldFireB.Off" Send="AnimPlay MorphEnd Cover,End"/>
<On Terms="Behavior.GhostHoldFireB.Off" Send="AnimClear MorphStart"/>
<On Terms="Behavior.GhostHoldFireB.Off" Send="AnimGroupRemove Cover"/>
<On Terms="WeaponStart.*.AttackStart; WeaponTargetElevation GE 20.000000" Send="AnimBracketStart Attack Attack,Superior"/>
<On Terms="WeaponStart.*.AttackStart; WeaponTargetElevation LE -20.000000" Send="AnimBracketStart Attack Attack,Inferior"/>
<On Terms="WeaponStart.*.AttackStart" Send="AnimBracketStart Attack Attack {} {} 0 -0.100000"/>
<On Terms="WeaponStop.*.AttackStop" Send="AnimBracketStop Attack"/>
<On Terms="Abil.attack.ReadyStop" Send="AnimGroupRemove Ready"/>
<On Terms="Abil.EchoRifle.SourceCastStart" Send="AnimBracketStart Desecrate Attack {} Stand ContentNonLooping,ContentPlayOnce 0.450000 AsDuration"/>
<On Terms="Abil.PulseRifle.SourceCastStart" Send="AnimBracketStart Desecrate Attack {} Stand ContentNonLooping,ContentPlayOnce 0.450000 AsDuration"/>
<On Terms="Abil.StormStriker.SourceCastStart" Send="AnimBracketStart Desecrate Attack {} Stand ContentNonLooping,ContentPlayOnce 0.450000 AsDuration"/>
<On Terms="Behavior.VoidChanneling.On" Send="AnimBracketStart ae {} Attack {} OpeningPlayForever"/>
<On Terms="Abil.VoidRayChannel.SourceChannelStart" Send="AnimPlay ae Spell,B PlayForever"/>
<On Terms="Abil.VoidRayChannel.SourceChannelStop" Send="AnimClear Beam1"/>
<On Terms="Behavior.VoidChanneling.Off" Send="AnimClear Beam1"/>
<On Terms="Effect.CreateUnitSlivanCreep" Send="AnimClear Beam1"/>
<On Terms="Behavior.VoidChanneling.Off" Send="AnimBracketStop ae"/>
<Scale value="1.450000,1.450000,1.630000"/>
<AnimBlendTime value="-0.800000"/>
<EventDataFootprint index="0" Actor="" Model=""/>
<EventDataSound index="0" Actor=""/>
<DeathArray index="Normal" ModelLink="GhostDeath" SoundLink="Ghost_Explode"/>
<DeathArray index="Blast" ModelLink="GhostDeathBlast"/>
<DeathArray index="Disintegrate" ModelLink="GhostDeathAcid" SoundLink="Uni_DeathFXAcid"/>
<DeathArray index="Eviscerate" ModelLink="GhostDeathEviscerate" SoundLink="Uni_DeathFXEviscerate"/>
<DeathArray index="Fire" ModelLink="GhostDeathFire" SoundLink="Uni_DeathFXFire"/>
<DeathCustoms index="0" ModelLink="" Name=""/>
<DeathCustoms index="1" ModelLink="" Name=""/>
<DeathCustoms index="2" ModelLink="" Name=""/>
<DeathCustoms index="3" ModelLink="" Name=""/>
<PortraitModel value="GhostPortrait"/>
<WalkAnimMoveSpeed value="2.25"/>
<AbilSoundArray AbilCmd="GhostCloak,On" Sound="Ghost_CloakOnVO"/>
<AbilSoundArray AbilCmd="EMP,Execute" Sound="Ghost_EmpVO"/>
<AbilSoundArray AbilCmd="TacNukeStrike,Execute" Sound="Ghost_NuclearStrikeVO"/>
<BarHeight value="1"/>
<BarOffset value="50"/>
<BarWidth value="42"/>
<GroupIcon>
<Image value="Assets\Textures\Wireframe-Terran-Ghost.dds"/>
</GroupIcon>
<HeroIcon value="Assets\Textures\btn-unit-terran-ghost.dds"/>
<HighlightTooltip value="Unit/Name/xGhost"/>
<LifeArmorIcon value="Assets\Textures\btn-upgrade-terran-infantryarmorlevel0.dds"/>
<SelectAbilCmd value="EMP,Execute"/>
<UnitIcon value="Assets\Textures\btn-unit-terran-ghost.dds"/>
<Wireframe>
<Image value="Assets\Textures\Wireframe-Terran-Ghost.dds"/>
</Wireframe>
<Model value="Ghost2"/>
<BuildModel value="Ghost2"/>
<PlacementModel value="Ghost2"/>
<SoundArray index="Ready" value="Ghost_Ready"/>
<SoundArray index="Help" value="Ghost_Help"/>
<SoundArray index="What" value="Ghost_What"/>
<SoundArray index="Yes" value="Ghost_Yes"/>
<SoundArray index="Attack" value="Ghost_Attack"/>
<SoundArray index="Pissed" value="Ghost_Pissed"/>
<ModelFlags index="AllowHitTest" value="0"/>
</CActorUnit>
Do not use a Unit type actor as an attachment, any unit can only support one unit actor in its scope. Use a Model actor instead (for attachments, I usually use type Model, based on Model Animation Style Continuous)
Also do not try to change your existing Unit type actor to a Model type, it produces a lot of strange errors. Delete it and create a new one from scratch.
You can also use range and splat type actors too.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg