So I'm making a map with a zombie infection going on, and I want to reverse the seal archive ability so that the archive will unseal itself to pop out of the ground, so I've done that, but I would like to know how to get the actors to work properly.
Just add an event that ends with it playing the work start animation. Use an Animation Bracket Start event action set up in the reverse of what it uses to close the archive.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Ok, I tried what you said, and there are multiple problems: when I use my morph ability to morph it into the unsealed archive, the animation doesn't play, and I believe I have the thing set up correctly, as the event go AbilMorph.UnsealArchive.Start. So that I would know what the thing would look like while I edited it, I made an unsealed archive, and but it where I could see it while I did the editing, and used the UnitBirth.Arhive to see what would happen, and it worked out when I did that, but not during the morphing ability. The only problem for reversing is that right when the animation finishes play, the model suddenly becomes that of the sealed archive instead of the unsealed archive and stays that way...
Here is what I put in my Animation Bracket Start:
"Name: Work
Opening: Work, End
Content: Work
Closing: Work, Start
Flags:
Time Variant: -1
Time Type: Automatic"
That was what I put instead of what it would normally be:
"Name: Work
Opening: Work, Start
Content: Work
Closing: Work, End
Flags:
Time Variant: -1
Time Type: Automatic"
That actor event only plays the animation once. Seems you need to put an event in that on animation finish it applies the animation group work in a way similar to how the zerg units apply the burrow animation group.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Well thanks for the help, but I'm a really green modder and I'm especially bad with actors, so could you please elaborate on what to do... (i.e. what you should put in for like events and etc. as it is kinda unclear of what you're telling me to do...)
Sorry for wasting your time, and thanks for your help so far!
Edit: Also, how would I apply a neural parasite model to a unit so that it looks like it has little tentacles coming out of it but not have the little ropey thing that it's connected to?
So I'm making a map with a zombie infection going on, and I want to reverse the seal archive ability so that the archive will unseal itself to pop out of the ground, so I've done that, but I would like to know how to get the actors to work properly.
Just add an event that ends with it playing the work start animation. Use an Animation Bracket Start event action set up in the reverse of what it uses to close the archive.
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
Ok, I tried what you said, and there are multiple problems: when I use my morph ability to morph it into the unsealed archive, the animation doesn't play, and I believe I have the thing set up correctly, as the event go AbilMorph.UnsealArchive.Start. So that I would know what the thing would look like while I edited it, I made an unsealed archive, and but it where I could see it while I did the editing, and used the UnitBirth.Arhive to see what would happen, and it worked out when I did that, but not during the morphing ability. The only problem for reversing is that right when the animation finishes play, the model suddenly becomes that of the sealed archive instead of the unsealed archive and stays that way... Here is what I put in my Animation Bracket Start:
"Name: Work Opening: Work, End Content: Work Closing: Work, Start Flags: Time Variant: -1 Time Type: Automatic"
That was what I put instead of what it would normally be:
"Name: Work Opening: Work, Start Content: Work Closing: Work, End Flags: Time Variant: -1 Time Type: Automatic"
Please help! Thanks for your help so far!
That actor event only plays the animation once. Seems you need to put an event in that on animation finish it applies the animation group work in a way similar to how the zerg units apply the burrow animation group.
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
Well thanks for the help, but I'm a really green modder and I'm especially bad with actors, so could you please elaborate on what to do... (i.e. what you should put in for like events and etc. as it is kinda unclear of what you're telling me to do...)
Sorry for wasting your time, and thanks for your help so far!
Edit: Also, how would I apply a neural parasite model to a unit so that it looks like it has little tentacles coming out of it but not have the little ropey thing that it's connected to?
With the morph are you using two Unit actors or a single one?
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
One.
Then you need on the morph ability finishing it applies the work animation bracket as on unit birth.
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