So I'm struggling to find what data to change to fix a few issues I'm having.
Unit is located Campaign>Terran>Hero
[RESOLVED]Firstly, when the Archangel transforms into (Fighter Mode), its model\actor disappears into the 'skybox'.
How can I make this appear like a regular Viking for instance? It has a model, but I just can't get it visible.[RESOLVED]
Secondly, even though the ArchAngel has weapons, it doesn't attack and target enemies like a normal unit.
Thirdly, would I be BETTER OFF, just taking the Actor\Model and placing it on the dataset of a regular Viking? or are the above issues easy enough to fix?
I would recommend just swapping the model of your regular viking with the archangel one; that at least would be the easiest.
The campaign version is heavily customized to its currently role; tho i can probably still answer a few of the previous questions (srry don't have editor access atm). I'd guess that the default form of the archangel is the land version that then does a morph ability for the sky version which has a modified height for the secondary unit. Almost all the attacks of the archangel are actually target abilities since they target ground or specific targets with splash damage. The campaign triggers simply has an ai that chooses attack points and issues the ability to initiate. Hope that helps.
Yeah, figured most of that out already.
Although I can't figure out how to change the 'height' of the Flight Mode actor/model.
Yeah, all the attacks are 'target' abilities. I can mess around with the abilities a bit to do what I want, but what I'd really like to do is get the chain gun weapon functioning as a default attack. I'm just not sure where to DO this. :(
Height depends on how it is down. If the flying version is done via a morph ability then there will be a second unit with its own complete info. If the entire thing is just a visual used in conjuction with an ability then it will be in actors. Default attacks are called "weapons" and have their own tab; they are basically setup just like an ability but has setting for auto targeting, range, unit interaction, etc.
So I found the height setting. Not sure how I missed that!
(Basic) UI: Height.
I changed that, and thought all would be well. It had the right affect, as when the ArchAngel is morphing it doesn't go as high. However it still disappears!
I'm sure there's something that is telling it to become 'invisible', but damned if I can find it.
It wasn't part of the Fighter Mode actor, it was an event on the MORPH actor that applied an 0 opacity to the Fighter Mode actor at the end of the morph.
@XViper: Go The chain of effects for the Archangel is specific for those attacks and very different from standard weapons. I suggest making new ones from scratch or duplicating the Viking's or Hel's Angel's weapons.
I think I might do that. I haven't explored into creating weapons yet, but hopefully I'll figure out some cool things.
I kinda like the weapon effects the unit already has, I'd just like to make them fire automatically, as opposed to via abilities. Was hoping there might be something simple\easy to change, but I'm getting the feeling that NOTHING with this editor is ever simple or easy :)
Hey guys,
So I'm struggling to find what data to change to fix a few issues I'm having.
Unit is located Campaign>Terran>Hero
[RESOLVED]Firstly, when the Archangel transforms into (Fighter Mode), its model\actor disappears into the 'skybox'. How can I make this appear like a regular Viking for instance? It has a model, but I just can't get it visible.[RESOLVED]
Secondly, even though the ArchAngel has weapons, it doesn't attack and target enemies like a normal unit.
Thirdly, would I be BETTER OFF, just taking the Actor\Model and placing it on the dataset of a regular Viking? or are the above issues easy enough to fix?
Thanks for your help.
@XViper: Go
I would recommend just swapping the model of your regular viking with the archangel one; that at least would be the easiest.
The campaign version is heavily customized to its currently role; tho i can probably still answer a few of the previous questions (srry don't have editor access atm). I'd guess that the default form of the archangel is the land version that then does a morph ability for the sky version which has a modified height for the secondary unit. Almost all the attacks of the archangel are actually target abilities since they target ground or specific targets with splash damage. The campaign triggers simply has an ai that chooses attack points and issues the ability to initiate. Hope that helps.
Hey Hobbidude,
Yeah, figured most of that out already. Although I can't figure out how to change the 'height' of the Flight Mode actor/model.
Yeah, all the attacks are 'target' abilities. I can mess around with the abilities a bit to do what I want, but what I'd really like to do is get the chain gun weapon functioning as a default attack. I'm just not sure where to DO this. :(
@XViper: Go
Height depends on how it is down. If the flying version is done via a morph ability then there will be a second unit with its own complete info. If the entire thing is just a visual used in conjuction with an ability then it will be in actors. Default attacks are called "weapons" and have their own tab; they are basically setup just like an ability but has setting for auto targeting, range, unit interaction, etc.
So I found the height setting. Not sure how I missed that!
(Basic) UI: Height. I changed that, and thought all would be well. It had the right affect, as when the ArchAngel is morphing it doesn't go as high. However it still disappears!
I'm sure there's something that is telling it to become 'invisible', but damned if I can find it.
Likely a buff applied.
FOUND IT!!!
It wasn't part of the Fighter Mode actor, it was an event on the MORPH actor that applied an 0 opacity to the Fighter Mode actor at the end of the morph.
OMG! What a pain in the ass that was to find!
Welcome to the world of the data editor ;)
Now to work on the weapons :)
Anyone have any pointers?
@XViper: Go The chain of effects for the Archangel is specific for those attacks and very different from standard weapons. I suggest making new ones from scratch or duplicating the Viking's or Hel's Angel's weapons.
Thanks Soul.
I think I might do that. I haven't explored into creating weapons yet, but hopefully I'll figure out some cool things.
I kinda like the weapon effects the unit already has, I'd just like to make them fire automatically, as opposed to via abilities. Was hoping there might be something simple\easy to change, but I'm getting the feeling that NOTHING with this editor is ever simple or easy :)
@XViper: Go
Hello.
I want to use the Archangel unit as well, and have arrived to the point where I'm trying to set the opacity to 1.
I found the morph actor and have actually set the opacity to 1, but the event turns red and the unit is still invisible upon spawn.
EDIT: Lol, nevermind. Problem solved.
@hobbidude: Go
Can I bring your attention back here a moment? I require your skilled assistance.
EDIT: Lol, nevermind. Problem solved.