Ok, this has been bugging the hell out of me. I want my Colony ship - flying - to use the same unload animation medivacs and hercules does, right now units just teleport to the ground. I've added the UnloadFX actor and that added the Unload model which is a dust cloud that hits when unit lands, but still units teleport / appear on the ground rather then dropping down.
The dust cloud doesn't hit at units feet like it does on a medivac, it just hits under my colony ship. This should be simple but I just can't find it. I don't want to just replace my colony ships with hercules. Too many workarounds without solving the problem might bite me later.
Well I still don't know why my custom ability didn't work but I found removing the colony ships load/unload ability and just replacing it with the medivacs did the trick. I hate how simple solutions can be after spending hours on this stuff.
Unload animations for all transport abilities are stored in an event macro which is referenced by the units able to be loaded into a transport. Have a look at the event macro actor "UnloadDropAnim", which activates the unit unload animations.
If you created a new unload ability, you may want to add the events to that macro or create your own macro and add that macro to all relevant unit actors.
Edit: Forgot to mention, also have a look at the actor "UnloadFX" too for the complete animation.
How do you view the macros? I don't know where to find UnloadDropAnim.
I've encountered a new problem though:
If a unit doesn't load into my transport in time, after the transport unloads at its new destination it will go back and pickup the straggling unit which I don't want.
How do you make it so a transport doesn't move to any unit that orders it to pick it up?
The Event Marco is a kind of actor that is used to supplement the events of other actors.
Only way to stop a transport moving back is to somehow use an Issue Order effect to cancel/stop the unit from trying. Maybe give the to be loaded unit a buff that is activated when ordered to load into the transport (via validators, there are 3 order ones to choose from) which then cancels the order after a certain duration.
Well, sort of solved anyway, I found a workaround. I still don't really know how to find the Event Macros but I just realized I can do what I need with triggers.
Issue Order, unload units
Issue Order, move to region, After Existing Orders* (forgot tiggers can do this), then event once it enters the destination region. This way my unit has no idle time to go pick up units.
I should probably let this go but I don't like defeat.
My unload animation, it works for marines, however I am also using Dominion Kill Team Marauders and they just teleport to the ground instead of dropping out of the drop ship like they should. I'm looking through all the events/actors/macros but I still don't see what gives marines the animation so I don't know what to give me marauders to enable it.
Event macros are actors. You have a new "transport" ability which the default event macros don't know about. You need to add that transport ability to the event macro actors (mentioned above) so that all unit actors (that reference the event macros) play their animations for your new ability.
To Jim: Well all units unload properly except Dominion Kill Team.
To Stragus: I'm using the medivacs ability so no new abilities here. I don't know what event calls on or creates the unload animation. The Dominion Kill team lacks it but I can't find what it is.
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Ok, this has been bugging the hell out of me. I want my Colony ship - flying - to use the same unload animation medivacs and hercules does, right now units just teleport to the ground. I've added the UnloadFX actor and that added the Unload model which is a dust cloud that hits when unit lands, but still units teleport / appear on the ground rather then dropping down.
The dust cloud doesn't hit at units feet like it does on a medivac, it just hits under my colony ship. This should be simple but I just can't find it. I don't want to just replace my colony ships with hercules. Too many workarounds without solving the problem might bite me later.
@GreyHunter4: Go
Well I still don't know why my custom ability didn't work but I found removing the colony ships load/unload ability and just replacing it with the medivacs did the trick. I hate how simple solutions can be after spending hours on this stuff.
Unload animations for all transport abilities are stored in an event macro which is referenced by the units able to be loaded into a transport. Have a look at the event macro actor "UnloadDropAnim", which activates the unit unload animations.
If you created a new unload ability, you may want to add the events to that macro or create your own macro and add that macro to all relevant unit actors.
Edit: Forgot to mention, also have a look at the actor "UnloadFX" too for the complete animation.
How do you view the macros? I don't know where to find UnloadDropAnim.
I've encountered a new problem though: If a unit doesn't load into my transport in time, after the transport unloads at its new destination it will go back and pickup the straggling unit which I don't want.
How do you make it so a transport doesn't move to any unit that orders it to pick it up?
The Event Marco is a kind of actor that is used to supplement the events of other actors.
Only way to stop a transport moving back is to somehow use an Issue Order effect to cancel/stop the unit from trying. Maybe give the to be loaded unit a buff that is activated when ordered to load into the transport (via validators, there are 3 order ones to choose from) which then cancels the order after a certain duration.
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, sort of solved anyway, I found a workaround. I still don't really know how to find the Event Macros but I just realized I can do what I need with triggers.
Issue Order, unload units
Issue Order, move to region, After Existing Orders* (forgot tiggers can do this), then event once it enters the destination region. This way my unit has no idle time to go pick up units.
Thanks for helping guys.
I should probably let this go but I don't like defeat.
My unload animation, it works for marines, however I am also using Dominion Kill Team Marauders and they just teleport to the ground instead of dropping out of the drop ship like they should. I'm looking through all the events/actors/macros but I still don't see what gives marines the animation so I don't know what to give me marauders to enable it.
Ah geez, don't use triggers for that!
Event macros are actors. You have a new "transport" ability which the default event macros don't know about. You need to add that transport ability to the event macro actors (mentioned above) so that all unit actors (that reference the event macros) play their animations for your new ability.
It may also be that the Dominion Kill Team Marauder lacks the unloading animation, but since it's just a reskinned Marauder I kinda doubt that.
To Jim: Well all units unload properly except Dominion Kill Team.
To Stragus: I'm using the medivacs ability so no new abilities here. I don't know what event calls on or creates the unload animation. The Dominion Kill team lacks it but I can't find what it is.