for my multiplayer mod heptacraft (www.heptacraft.com) i had to copy buildings since it has 7 factions
one terran factions now has the copied barracks/factories/starports
i got everything to work, including addons, except for one thing about them:
if i try to build an addon from a flying barracks/factory/starport, or in a place where the building has to lift off in order to build, it will just play an error sound, show now error message, and stop in midair
i get no placement error, it accepts the buildings placement, it just does not actually move the building to the build position, land it there, and start building the addon
if i manually land the building anywhere and build the addon it works fine, as does landing next to already completed addons
i looked through validators, footprints, actors, abilities, units, basically everything, but i cant find what is amiss
from my understanding, it must be an actor telling the lifted off structure to go to the building place and land there?
any help would be greatly appreciated, its basically the only bug i cannot get rid off right now
some more information, maybe someone can work with this:
when i try to create a techlab with a barracks where there is no space, it will work like this:
1) it lets me place the barracks+techlab in another spot
2) after placing it, it shows the placement building model for both barracks and tech lab on the destination site
3) it lifts off, flies there, lands there, and builds the techlab
when i do the same with my copied barracks, it will let me place the techlab, but instead of showing the green translucent building placement model for both the barracks and the tech lab, it only shows it for the tech lab. then it lifts off the barracks, plays the error sound, and stops there
is someone competent enough to at least verify my supspicion that this should be an actor problem? ive been looking through actors for days, but cant find whats missing
the flying barracks is a separate unit. make sure it has the capacity to build a techlab and fly. make sure it is not a flying barracks, but rather a flying version of your building
Can't tell you anything you don't know but take a look at the xml code it's not that hard to gess at it and I dont know codeing at all. Check if it's a shorter code then the orginal and then go from there. And if it's shorter try to see what's missing if you can other then that double check you got every thing the orginal has flags can be a pain.
the problem seems to be linked with the lift off and land abilities. if i use the non-duplicated lift off / land abilities on my duplicated unit, it works just fine, even with the duplicated "build addon" ability
the "morph ability" field in the duplicated "build addon" ability is set to the new lift off / land ability, so i still dont know what is missing in my duplicated lift off / land abilities, but the problem seems to be in them
edit: its actually just the land ability
if i add the original "land" ability (BarracksLand) to my Barracks2 unit, it will lift off, land, and build the addon
of course the unit will be changed to the original Barracks upon landing. It works even if i change to morph unit of the land ability to my Barracks2, but then the original Barracks cannot land without being changed into Barracks2...
edit2: i kinda solved it just now, even though it makes no sense
im now using the original BarracksLand ability on my Barracks2Flying, and edited it to morph into Barracks2 upon landing. now the addons work without any problem.
and here comes the really weird part: i then switched the land ability on the original barracks to my Barracks2Land, configured the morph ability to morph into original Barracks upon landing (had to manually enter that as XML since the bugged PoS editor wouldnt actually switch it if i just configured it on the GUI), and to my utter astonishment, this now works as well, with the original BuildAddon ability.
i guess just another example of the editor making no sense, but at least i can now finally have fully working addon abilities on both my barracks/factory/starports
This phenomenon is caused by the presence of the "Barracks - Land" morph placement ability.
Edited:
Problem Re-created:
Simply create (not duplicate) both the ground-air units and all-3 build-lift-land abilities. The barrack will not move towards a building placement location, although the units, actors and abilities (including tokens within the newly made lift and land abilities) are correct.
Adding the Blizzard Barrack - Land ability to your flying barracks (in addition to your custom land ability) will allow the barrack to move towards, land and build a reactor. This ability only needs to be present in the abilities list of the flying barrack for you to see this happen. It does not need to be used or have a button assigned to it. (weird? yes.)
However, the barrack will turn into a Blizz barrack and the reactor will be destroyed unless you have changed Blizzard's "Barrack - Land" ability's unit reference towards your custom barrack. (regardless of whether you are actually using this ability or if you are using your own custom "Barrack - Land" ability)
After changing the ability's unit reference, this odd solution would work. Or, you could use Blizzards original build-lift-land abilities.
Completed Solution:
1. Change Blizzard's original Barrack - Land ability's token unit to your new custom Barrack.
2. Add the original Land ability to the new barrack unit to see it work. (add it in addition to your new Land ability)
3. Then remove the original Blizzard Barrack - Land ability
4. Revert the original Blizzard Barrack - Land ability's token unit back to the original Blizzard Barrack.
The remaining New - Land ablility (that should still be in your new barracks) will work now.
Originally, I thought it was a construction progress actor that resolved the issue; but it was actually reverting Blizzard's original Barrack - Land ability's token unit back to the original Blizzard Barracks unit (after making the new Barrack - Land ability work correctly).
Rollback Post to RevisionRollBack
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for my multiplayer mod heptacraft (www.heptacraft.com) i had to copy buildings since it has 7 factions
one terran factions now has the copied barracks/factories/starports
i got everything to work, including addons, except for one thing about them:
if i try to build an addon from a flying barracks/factory/starport, or in a place where the building has to lift off in order to build, it will just play an error sound, show now error message, and stop in midair
i get no placement error, it accepts the buildings placement, it just does not actually move the building to the build position, land it there, and start building the addon
if i manually land the building anywhere and build the addon it works fine, as does landing next to already completed addons
i looked through validators, footprints, actors, abilities, units, basically everything, but i cant find what is amiss
from my understanding, it must be an actor telling the lifted off structure to go to the building place and land there?
any help would be greatly appreciated, its basically the only bug i cannot get rid off right now
some more information, maybe someone can work with this:
when i try to create a techlab with a barracks where there is no space, it will work like this:
1) it lets me place the barracks+techlab in another spot 2) after placing it, it shows the placement building model for both barracks and tech lab on the destination site 3) it lifts off, flies there, lands there, and builds the techlab
when i do the same with my copied barracks, it will let me place the techlab, but instead of showing the green translucent building placement model for both the barracks and the tech lab, it only shows it for the tech lab. then it lifts off the barracks, plays the error sound, and stops there
is someone competent enough to at least verify my supspicion that this should be an actor problem? ive been looking through actors for days, but cant find whats missing
@summerloud: Go
i still couldnt fix it, its driving me crazy. i cant find whats amiss, all actors, footprints and everything else seems fine :/
does anyone know how the build addon ability actually manages to lift off - land - and then build?
the flying barracks is a separate unit. make sure it has the capacity to build a techlab and fly. make sure it is not a flying barracks, but rather a flying version of your building
i know you got the best intentions but that advice is completely useless :(
im not at the level where im worrying i forgot to make the actual flying unit.
everything is duplicated, everything works.
the only thing that doesnt work is the flying building moving to the addon building destination.
Can't tell you anything you don't know but take a look at the xml code it's not that hard to gess at it and I dont know codeing at all. Check if it's a shorter code then the orginal and then go from there. And if it's shorter try to see what's missing if you can other then that double check you got every thing the orginal has flags can be a pain.
yeah but the xml code from what? i dont know which object is missing, im just guessing its an actor
some new info:
the problem seems to be linked with the lift off and land abilities. if i use the non-duplicated lift off / land abilities on my duplicated unit, it works just fine, even with the duplicated "build addon" ability
the "morph ability" field in the duplicated "build addon" ability is set to the new lift off / land ability, so i still dont know what is missing in my duplicated lift off / land abilities, but the problem seems to be in them
edit: its actually just the land ability
if i add the original "land" ability (BarracksLand) to my Barracks2 unit, it will lift off, land, and build the addon
of course the unit will be changed to the original Barracks upon landing. It works even if i change to morph unit of the land ability to my Barracks2, but then the original Barracks cannot land without being changed into Barracks2...
edit2: i kinda solved it just now, even though it makes no sense
im now using the original BarracksLand ability on my Barracks2Flying, and edited it to morph into Barracks2 upon landing. now the addons work without any problem.
and here comes the really weird part: i then switched the land ability on the original barracks to my Barracks2Land, configured the morph ability to morph into original Barracks upon landing (had to manually enter that as XML since the bugged PoS editor wouldnt actually switch it if i just configured it on the GUI), and to my utter astonishment, this now works as well, with the original BuildAddon ability.
i guess just another example of the editor making no sense, but at least i can now finally have fully working addon abilities on both my barracks/factory/starports
I've been skullfucked many times over in the SC2 Editor. It's a powerful tool but makes no sense. Glad you figured it out, tho
KSNumedia's Assets: Custom Models for campaigns and mods!
This phenomenon is caused by the presence of the "Barracks - Land" morph placement ability.
Edited:
Problem Re-created:
Simply create (not duplicate) both the ground-air units and all-3 build-lift-land abilities. The barrack will not move towards a building placement location, although the units, actors and abilities (including tokens within the newly made lift and land abilities) are correct.
Adding the Blizzard Barrack - Land ability to your flying barracks (in addition to your custom land ability) will allow the barrack to move towards, land and build a reactor. This ability only needs to be present in the abilities list of the flying barrack for you to see this happen. It does not need to be used or have a button assigned to it. (weird? yes.)
However, the barrack will turn into a Blizz barrack and the reactor will be destroyed unless you have changed Blizzard's "Barrack - Land" ability's unit reference towards your custom barrack. (regardless of whether you are actually using this ability or if you are using your own custom "Barrack - Land" ability)
After changing the ability's unit reference, this odd solution would work. Or, you could use Blizzards original build-lift-land abilities.
Completed Solution:
1. Change Blizzard's original Barrack - Land ability's token unit to your new custom Barrack.
2. Add the original Land ability to the new barrack unit to see it work. (add it in addition to your new Land ability)
3. Then remove the original Blizzard Barrack - Land ability
4. Revert the original Blizzard Barrack - Land ability's token unit back to the original Blizzard Barrack.
The remaining New - Land ablility (that should still be in your new barracks) will work now.
Originally, I thought it was a construction progress actor that resolved the issue; but it was actually reverting Blizzard's original Barrack - Land ability's token unit back to the original Blizzard Barracks unit (after making the new Barrack - Land ability work correctly).