I know there exists this setup with BuildingNameBuild actors, ConstructionAttached Progress actors and so on. What I don't understand is how they link together and which ones are still necessary to this day.
I have an entire duplicate Terran tech tree, each structure has the existing "Build in Progress" ability but the Build ability is a copy (of SCV build). I also added a copy of the standalone Progress actor (the one that creates itself on Abil.Build.BuiltStart).
With just this, despite the "Create BuildingNameBuild" events being invalid, the construction animation plays perfectly from what I can tell, including the smaller scale animation for the Supply Depot copy. Some custom buildings don't work because they don't have the build animations (this I would like to fix), but they still display the construction model.
Now here's the part I just don't understand: When I delete the Progress actor the construction animations continue to play! The only change is that the main building model appears instantly like with the custom structures, but beneath that I can clearly make out the construction model. This behavior persists if I remove the invalid event and the BuildAnim macro, so those aren't related.
Copying the "Build in Progress" ability brings up the "referenced in actor data" warning, but I am unable to find these actors and using the copy still maintains the animations even with the above deletions.
The Unit actor itself has 3, DeadAnimationMacro, QueueAnim and BuildAnim. Removing BuildAnim doesn't change anything as I already said, and the other 2 seem unrelated.
All the structures were created long ago (at least pre 1.5) and are based on Terran Building (sometimes: Flyer).
I'll go through the events and other fields again, but I know I didn't add any auxilliary actors that could respond to my custom abilities.
Edit: Gah! All for nothing! Amidst all those grey events noone ever reads or needs there's a second "Create BuildingNameBuild" event, but this one referring to an existing actor for a stock Terran structure. Looks like I was lazy when I created the actors and didn't want to copy all those auxilliary pieces, though that doesn't explain where the second (invalid) set of events came from.
Well, I guess that means none of those actors were obsoleted, but this thread is now.
I know there exists this setup with BuildingNameBuild actors, ConstructionAttached Progress actors and so on. What I don't understand is how they link together and which ones are still necessary to this day.
I have an entire duplicate Terran tech tree, each structure has the existing "Build in Progress" ability but the Build ability is a copy (of SCV build). I also added a copy of the standalone Progress actor (the one that creates itself on Abil.Build.BuiltStart).
With just this, despite the "Create BuildingNameBuild" events being invalid, the construction animation plays perfectly from what I can tell, including the smaller scale animation for the Supply Depot copy. Some custom buildings don't work because they don't have the build animations (this I would like to fix), but they still display the construction model.
Now here's the part I just don't understand: When I delete the Progress actor the construction animations continue to play! The only change is that the main building model appears instantly like with the custom structures, but beneath that I can clearly make out the construction model. This behavior persists if I remove the invalid event and the BuildAnim macro, so those aren't related.
Copying the "Build in Progress" ability brings up the "referenced in actor data" warning, but I am unable to find these actors and using the copy still maintains the animations even with the above deletions.
@Photoloss: Go
Some structures have custom Model type actors created on construction eg. the zerg spire.
Checked for any Macros?
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
The Unit actor itself has 3, DeadAnimationMacro, QueueAnim and BuildAnim. Removing BuildAnim doesn't change anything as I already said, and the other 2 seem unrelated.
All the structures were created long ago (at least pre 1.5) and are based on Terran Building (sometimes: Flyer).
I'll go through the events and other fields again, but I know I didn't add any auxilliary actors that could respond to my custom abilities.
Edit: Gah! All for nothing! Amidst all those grey events noone ever reads or needs there's a second "Create BuildingNameBuild" event, but this one referring to an existing actor for a stock Terran structure. Looks like I was lazy when I created the actors and didn't want to copy all those auxilliary pieces, though that doesn't explain where the second (invalid) set of events came from.
Well, I guess that means none of those actors were obsoleted, but this thread is now.