Basically I'm working it with triggers but I think the problem should be solved via data.
Like the title says, I want the normal Kerrigan to change its model to infested Kerrigan and so on after each upgrade.
I am working with the "set unit model variation" Action, everything works fine except, and that bothers me, (it's actually a detail but a big thing to me in my eyes!) the new model kerrigan isn't really performing her attacks anymore, she's likely just standing still while attacking. Not like the "real" unit, who's moving (performing a cewl animation and stuff or does at least anything that looks like something lol).
I been searching through the actors and trying to find a way to solve it but it more likely felt like to wander through jungle.
Can't simply solve the problem by the "replace unit" action, cuz I wan't to keep kerrigans health and stuff...
Do like the dark protoss zealots and use a Model Swap event action. You will need to check the Unit actors of the different kerrigans because some of the animations have different names. You need to use the same Validate Unit term as for your model swap (a Player Requirement type validator that uses a Requirement which counts the upgrades).
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Made the model swap via events with the upgrade requirement and its working properly
Was working on this for over a day and after I read ur post i decided to look over it again, I should've just let it lol.
Problem remains the same:
My Kerrigan:
The real Kerrigan:
What am I doing wrong? Do I need to add additional model? Am I swapping the wrong models? Do I need to add additional actors previously?
Spent 2 days on figuring it out already, I'm stuck and I've no clue how to change. And its just such a little detail, don't know why I spend so much time on it ..
Imagine a war between two generals, each with thousands of marines, but they're just standing around having a beer while millions of bullets firing through space. lel
If you look at the events of the different kerrigans they are completely different as to what animations they are using.
The epilogue Kerrigan uses the work animation bracket when attacking, the queen of blades Kerrigan uses a mix of the attack and spell animation brackets depending on what weapon is being used and the ghost Kerrigan uses only the attack animation bracket.
Oh nice, yea now I see. yea I am swapping the weapons as well as the model for each upgrade (4 in total, from normal Kerrigan to epilogue Kerrigan).
I now see the different attacking animation brackets for each Kerrigan, question then is how to add them to my main unit, and when? With which event I can make it fire- and be removed after the next upgrade? Or is there another way to add all these animation brackets to the unit without error?
Thx a lot so far. Feel like I'm almost there lol, but its just almost ..
Have your main unit use all of them except validate them with a term. Use the same term as for the upgrades since that way unless they have the upgrade they will not use the animation. Using a Combine validator you can have the logic of has upgrade A but not B or do the same logic function at the requirement. This way it will disable if an upgrade is researched but enable when another is.
Hey Guys
Basically I'm working it with triggers but I think the problem should be solved via data.
Like the title says, I want the normal Kerrigan to change its model to infested Kerrigan and so on after each upgrade.
I am working with the "set unit model variation" Action, everything works fine except, and that bothers me, (it's actually a detail but a big thing to me in my eyes!) the new model kerrigan isn't really performing her attacks anymore, she's likely just standing still while attacking. Not like the "real" unit, who's moving (performing a cewl animation and stuff or does at least anything that looks like something lol).
I been searching through the actors and trying to find a way to solve it but it more likely felt like to wander through jungle.
Can't simply solve the problem by the "replace unit" action, cuz I wan't to keep kerrigans health and stuff...
Plz help
Greetings
Do like the dark protoss zealots and use a Model Swap event action. You will need to check the Unit actors of the different kerrigans because some of the animations have different names. You need to use the same Validate Unit term as for your model swap (a Player Requirement type validator that uses a Requirement which counts the upgrades).
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
You're my hero SuperEvil :D
Made the model swap via events with the upgrade requirement and its working properly
Was working on this for over a day and after I read ur post i decided to look over it again, I should've just let it lol.
Problem remains the same:
My Kerrigan:
The real Kerrigan:
What am I doing wrong? Do I need to add additional model? Am I swapping the wrong models? Do I need to add additional actors previously? Spent 2 days on figuring it out already, I'm stuck and I've no clue how to change. And its just such a little detail, don't know why I spend so much time on it ..
Imagine a war between two generals, each with thousands of marines, but they're just standing around having a beer while millions of bullets firing through space. lel
I think I'm giving up on this :<
You swapping the weapon with the upgrade?
If you look at the events of the different kerrigans they are completely different as to what animations they are using.
The epilogue Kerrigan uses the work animation bracket when attacking, the queen of blades Kerrigan uses a mix of the attack and spell animation brackets depending on what weapon is being used and the ghost Kerrigan uses only the attack animation bracket.
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
Oh nice, yea now I see. yea I am swapping the weapons as well as the model for each upgrade (4 in total, from normal Kerrigan to epilogue Kerrigan).
I now see the different attacking animation brackets for each Kerrigan, question then is how to add them to my main unit, and when? With which event I can make it fire- and be removed after the next upgrade? Or is there another way to add all these animation brackets to the unit without error?
Thx a lot so far. Feel like I'm almost there lol, but its just almost ..
Have your main unit use all of them except validate them with a term. Use the same term as for the upgrades since that way unless they have the upgrade they will not use the animation. Using a Combine validator you can have the logic of has upgrade A but not B or do the same logic function at the requirement. This way it will disable if an upgrade is researched but enable when another is.
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