I'm making a bunch of new buildings for a map I'm working on, and I've been completely unable to pinpoint what creates the little SCV build animation metal frame things to appear around the building as it's constructed. I've run into a weird situation where one of them, which is based on a duplicated engineering bay, has the animations when an SCV builds it, while the other, based on a merc compound, doesn't. Try as I might, I haven't been able to figure out what causes these animations to appear in the first place. Can anyone help me?
I don't know the exact solution but i did a similar thing.
I made a actor with the build animation model and then had the events for a behavior. The animations play to fast (stage 1-3 go fast then stage 3 is looping until its complete and then stage D is playing).
I believe the standard solution might be allot more complicated or it can be allot easier, this is anyway how i made a queen build a garage :)
or use the more generic ones:
Create TerranBuildingBuild
Create TerranBuildingBuildSmall
BarracksBuild controls the model for the metal frame when the building is under construction. To control the animation, it uses a Progress Actor like TerranConstructionAttached.
Simply adding the event above will be sufficient for normal buildings. You might also want to duplicate the actors so you can resize the model to fit your building better.
In event, i cant not find TerranBuildingBuild in the actor dropdown list so i use the same actor as engineering bay uses (how an i find the TerranBuildingBuild one?)
Ok now now the building frames show but then i have another problem. Its the flatten part. Terran buildings come up from the ground after the frames have been visible for a while but my building is already there from the start, how can i fix this part? I want my building to also come up from the ground.
It seams to have something to do with Building Terrain Flatten actors.
I copied the engineering bay and swapped models, thats pretty much all i did but the Building Terrain Flatten actors dont seam to work and i'm nor sure how they are supposed to work so i dont know if all requirements are fulfilled.
Hmm it looks like it skip the whole construct process because it instant build i know this because it have a behavior to kill every thing close to it and it does that before its even constructed.
The main issue (I think) is that if your building model doesn't have a construction animation, it will just default to the standard animation, which unfortunately means you have a giant building just sitting there. I don't know of a way around this, but I'm sure there is one. Unfortunately, specifying nothing in the construction model field just gives an error and a placeholder sphere model.
Can you help me why its behavior start even before its constructed then? Its like it instant build and still have the build frames and progress bar and everything.
Ok new project and i seam to be pro at failing at this but the problem is similar.
I duplicated the factory unit, factory actor, factory models, factory build actor and so on and the linked all those models and actors as well as i could.
When i build the unit i get these problems.
1. The unit has NO buildtime, no build progress meter aper and buildtime is set on 10 seconds.
2. The unit get placed instantly like it has no building time what so ever. The building frames are added tho and are removed after all animations have been played.
What is the problem? I have a strong fealing thats its all in the event for the actor of the building but dont know what.
Please do watch, i removed almost all uninteresting things on the map so its kinda plan but the problem is still there. If you solve it then please tell me about it. Take a look at the "power generator" as well, the build on that ALMOST work. I want both of those buildings to act kinda like when barracks and factory are built.
And while you are at it, why does it complain about it missing a buildable ability?
Sorry it took so long, I actually forgot I posted here until just now, but I'm pretty sure I know whats wrong.
First: You need to give the Factory the Build In Progress ability, otherwise it doesn't build. Buildings have their own ability (so it can be canceled) for construction. If they don't, it gives an error and just builds instantly as you saw.
Second: You'll notice the factory is weirdly too large in the placement model, but becomes the correct size when you place it. This is because you have the actor set to scale down, but not the model. See you can change the scale in either place, but when you use a model as a placement model, it actually just uses the model scaling. To fix this, create a unique Factory duplicate model, change the model scale to be shrunk down as you want, change the actor scale to 1.0, and you should be good to go with that. In other words, use the Model scale field instead of the Actor scale field when possible.
Third: For the Power Generator having a built Power Generator sitting in the middle of the construction animation, this is a problem where I don't know an elegant solution. It uses the field Art - Model (Build), but the problem is that the Power Generator has no build animations. One solution to this is to use a placeholder model in that field instead. For example, you could change the field to Terran Tarmac; I think that might work visually.
I've attached a modified version of the map which fixes the first and the third issue to use as reference if you'd like. If you have any other issues I'd be happy to help, I'll try to keep up on the thread.
I'm making a bunch of new buildings for a map I'm working on, and I've been completely unable to pinpoint what creates the little SCV build animation metal frame things to appear around the building as it's constructed. I've run into a weird situation where one of them, which is based on a duplicated engineering bay, has the animations when an SCV builds it, while the other, based on a merc compound, doesn't. Try as I might, I haven't been able to figure out what causes these animations to appear in the first place. Can anyone help me?
@Myrkridian: Go
I don't know the exact solution but i did a similar thing. I made a actor with the build animation model and then had the events for a behavior. The animations play to fast (stage 1-3 go fast then stage 3 is looping until its complete and then stage D is playing).
I believe the standard solution might be allot more complicated or it can be allot easier, this is anyway how i made a queen build a garage :)
Most buildings will have an event like:
UnitConstruction.Barracks.Start
Create BarracksBuild
or use the more generic ones:
Create TerranBuildingBuild
Create TerranBuildingBuildSmall
BarracksBuild controls the model for the metal frame when the building is under construction. To control the animation, it uses a Progress Actor like TerranConstructionAttached.
Simply adding the event above will be sufficient for normal buildings. You might also want to duplicate the actors so you can resize the model to fit your building better.
@Builder_Bob: Go
Trying what Builder_Bob said.
In event, i cant not find TerranBuildingBuild in the actor dropdown list so i use the same actor as engineering bay uses (how an i find the TerranBuildingBuild one?)
Ok now now the building frames show but then i have another problem. Its the flatten part. Terran buildings come up from the ground after the frames have been visible for a while but my building is already there from the start, how can i fix this part? I want my building to also come up from the ground.
It seams to have something to do with Building Terrain Flatten actors.
I copied the engineering bay and swapped models, thats pretty much all i did but the Building Terrain Flatten actors dont seam to work and i'm nor sure how they are supposed to work so i dont know if all requirements are fulfilled.
Hmm it looks like it skip the whole construct process because it instant build i know this because it have a behavior to kill every thing close to it and it does that before its even constructed.
Ghaa, cant figure it out, please help me :(
@Sherlia: Go
The main issue (I think) is that if your building model doesn't have a construction animation, it will just default to the standard animation, which unfortunately means you have a giant building just sitting there. I don't know of a way around this, but I'm sure there is one. Unfortunately, specifying nothing in the construction model field just gives an error and a placeholder sphere model.
@Myrkridian: Go
Hmmm ok.
Can you help me why its behavior start even before its constructed then? Its like it instant build and still have the build frames and progress bar and everything.
Ok new project and i seam to be pro at failing at this but the problem is similar.
I duplicated the factory unit, factory actor, factory models, factory build actor and so on and the linked all those models and actors as well as i could.
When i build the unit i get these problems.
1. The unit has NO buildtime, no build progress meter aper and buildtime is set on 10 seconds. 2. The unit get placed instantly like it has no building time what so ever. The building frames are added tho and are removed after all animations have been played.
What is the problem? I have a strong fealing thats its all in the event for the actor of the building but dont know what.
If you upload the file I'll take a look at it if you want.
I kind of don't know what to make of that from your description alone.
@Myrkridian: Go
Please do watch, i removed almost all uninteresting things on the map so its kinda plan but the problem is still there. If you solve it then please tell me about it. Take a look at the "power generator" as well, the build on that ALMOST work. I want both of those buildings to act kinda like when barracks and factory are built.
And while you are at it, why does it complain about it missing a buildable ability?
@Sherlia: Go
Any news?
bump
Sorry it took so long, I actually forgot I posted here until just now, but I'm pretty sure I know whats wrong.
First: You need to give the Factory the Build In Progress ability, otherwise it doesn't build. Buildings have their own ability (so it can be canceled) for construction. If they don't, it gives an error and just builds instantly as you saw.
Second: You'll notice the factory is weirdly too large in the placement model, but becomes the correct size when you place it. This is because you have the actor set to scale down, but not the model. See you can change the scale in either place, but when you use a model as a placement model, it actually just uses the model scaling. To fix this, create a unique Factory duplicate model, change the model scale to be shrunk down as you want, change the actor scale to 1.0, and you should be good to go with that. In other words, use the Model scale field instead of the Actor scale field when possible.
Third: For the Power Generator having a built Power Generator sitting in the middle of the construction animation, this is a problem where I don't know an elegant solution. It uses the field Art - Model (Build), but the problem is that the Power Generator has no build animations. One solution to this is to use a placeholder model in that field instead. For example, you could change the field to Terran Tarmac; I think that might work visually.
I've attached a modified version of the map which fixes the first and the third issue to use as reference if you'd like. If you have any other issues I'd be happy to help, I'll try to keep up on the thread.
Thank you so much, i will have a look at it right now, big thanks.
Second point is already solved, not that hard at all. The pain was first and third.
GREAT, THANKS, solved :) thank you so much.