I was actually just about to point that out. I tested reaper and had him jump to a ledge and one jumped up, the other went all crazy...
Working on it. The problem with the viking is that it has a pre-set morph built in so I'm trying to seperate the two and work towards a specific problem. For instance when you go marine to viking, the art doubles up (although only one of them is animated, the other just appears). Then if you go to assault mode both models drop down (again only one is animated). But then if you go back to fighter mode, the problem corrects itself.
I'll let you know if I figure it out.
For future reference though. When editing a premade unit (like the marine) duplicate it first and then work with the copy so you have a point of reference later on. Like right now I can't compare your viking to a normal viking to see all the changes you made, it would probably be a bit easier if I could. but I'll keep looking.
And since you found it before me, what exactly was the issue with the reaper? It might help me figure out the viking.
Ok, I've almost got it (I've figured out how to get rid of the 2nd viking when it becomes a viking from marine but the dupe reappears when it goes to assault mode, so I'm getting close). It has to do with the fact that the viking has a pre-set animation (it's not simply swapping models like most morphs would but actually accessing the animation on top of a model swap). Once I get all the kinks out I'll give you the full fix.
i already fixed the reaper it was a error made by me i was just pointing it out.
but i dont plan on having the viking go into ass mode so if that's all that can be done that's fine the unit's going to die within a short time with how people play lol and do you take a look at the couurptor?
No, I knew you fixed the reaper, I was just curious as to what the problem was with it.
As for the viking if you don't care if it goes to assault mode then I can give you the fix pretty easy. It's a little more complex than the other fix, but the solution also looks way cooler cause it'll now use the in-game animation for going into flight mode from ground mode (so it actually looks like he's transforming, not just swapping).
First off:
Go to "Units" and pick your marine.
At the top, go into his "Abilities +"
Click on the "warp prism marine to viking" and change it to "Viking - Fighter Mode"
Do the same thing on his command card (leave the button the same, just swap the abilities)
What this will do is instead of just going "pop" heres a new unit, we'll actually use the in game morph animation (I tried it, it looks cool)
Next:
Go to "Actors" and pick your Marine again.
Go into his Events
Now you currently have 2 events for him going into viking mode, but since the viking is sort of a special case we're going to do something a little different.
Delete one of the events (doesn't matter which)
The other one should read like:
abilmorph.fightermode.start
Morph from Marine
Destroy
we don't want this one to wait till the end or you'll have a floating marine in the middle of your animation.
Also, go into the behaviors of your Viking 0Fighter Mode and delete all new behaviors you had added
(the Viking, as a morphing unit, already has a behavior set for any morph involving it, it doesn't need extras, if you scroll up you'll see the abilmorph.*.start and abilmorph.*.finish, those basically cover any contingency)
I think thats all I had to do. If you still have issues (or if i left something out) let me know.
ill just repost my map
ill point out 2 more errorsi found as well dub model on reaper (fixed already)
and dub model on curruptor (same error as viking ( figher mode ))
@godakuma: Go
I was actually just about to point that out. I tested reaper and had him jump to a ledge and one jumped up, the other went all crazy...
Working on it. The problem with the viking is that it has a pre-set morph built in so I'm trying to seperate the two and work towards a specific problem. For instance when you go marine to viking, the art doubles up (although only one of them is animated, the other just appears). Then if you go to assault mode both models drop down (again only one is animated). But then if you go back to fighter mode, the problem corrects itself.
I'll let you know if I figure it out.
For future reference though. When editing a premade unit (like the marine) duplicate it first and then work with the copy so you have a point of reference later on. Like right now I can't compare your viking to a normal viking to see all the changes you made, it would probably be a bit easier if I could. but I'll keep looking.
And since you found it before me, what exactly was the issue with the reaper? It might help me figure out the viking.
@Auracy: Go
Ok, I've almost got it (I've figured out how to get rid of the 2nd viking when it becomes a viking from marine but the dupe reappears when it goes to assault mode, so I'm getting close). It has to do with the fact that the viking has a pre-set animation (it's not simply swapping models like most morphs would but actually accessing the animation on top of a model swap). Once I get all the kinks out I'll give you the full fix.
i already fixed the reaper it was a error made by me i was just pointing it out. but i dont plan on having the viking go into ass mode so if that's all that can be done that's fine the unit's going to die within a short time with how people play lol and do you take a look at the couurptor?
look at your pm's lol
@godakuma: Go
No, I knew you fixed the reaper, I was just curious as to what the problem was with it.
As for the viking if you don't care if it goes to assault mode then I can give you the fix pretty easy. It's a little more complex than the other fix, but the solution also looks way cooler cause it'll now use the in-game animation for going into flight mode from ground mode (so it actually looks like he's transforming, not just swapping).
First off:
Go to "Units" and pick your marine.
At the top, go into his "Abilities +"
Click on the "warp prism marine to viking" and change it to "Viking - Fighter Mode"
Do the same thing on his command card (leave the button the same, just swap the abilities)
What this will do is instead of just going "pop" heres a new unit, we'll actually use the in game morph animation (I tried it, it looks cool)
Next:
Go to "Actors" and pick your Marine again.
Go into his Events
Now you currently have 2 events for him going into viking mode, but since the viking is sort of a special case we're going to do something a little different.
Delete one of the events (doesn't matter which)
The other one should read like:
abilmorph.fightermode.start
Morph from Marine
Destroy
we don't want this one to wait till the end or you'll have a floating marine in the middle of your animation.
Also, go into the behaviors of your Viking 0Fighter Mode and delete all new behaviors you had added
(the Viking, as a morphing unit, already has a behavior set for any morph involving it, it doesn't need extras, if you scroll up you'll see the abilmorph.*.start and abilmorph.*.finish, those basically cover any contingency)
I think thats all I had to do. If you still have issues (or if i left something out) let me know.
ya the couurptor was dub as well
that worked just fine marine > viking figher
is that a error that im getting with just ground to air unit's and if so why dont i get the dub actor when i go zealot > phoenix
all morph's are fixxed now and i found out how to fix the viking one to you just delete the event from the viking