I actually have two questions, but I'm putting them in the same thread to avoid spamming.
The first is that the models that I've been creating through actor events in an attempt to imitate the high templar's afterimages are invariably tinted pitch black whenever I tint them at all. I assume that this is a texture problem, but don't have a clue as to what to do about it. Has anyone else encountered this problem?
The second is that, for reasons beyond my comprehension, the cooldown of a shield ability that I created is not taking effect at all.
The ability is a simple 5-level apply behavior ability directly modeled off of Stimpack, so the value of 30 in time use should be taking effect no problem, right? Except that it's not, and is instead acting as if it had a time use value of 0 when I test it. Anyone see my error?
If you need more information to answer ether of my questions, just ask, and I'll answer. (=
Thanks!
EDIT: While I'm asking questions, I may as well add one more to the list. If you happen to know this, then please post something here. If not, then don't lose any sleep over it. Pretty sure I can figure this one out on my own, given enough time.
How would you make the Infested Terrans ability spawn a unit other than the current Infested Marines? I found the reference to unit type in the Morph ability command issued to the Swarm Egg that the Infestor spawns and changed that, but I think that there are some actor messages that I'm missing out on as well.
Still looking for solutions to those first two problems. The Spawn Infested Terrans ability I've actually given up on. I'm just going to use the original ability, rather than trying to create my own working duplicate. (I'd replicated the entire effects tree and umpteenth-checked it, and looked at every relevant actor I could find. No luck.)
Unfortunately, the map that I'm doing this on is a project that I'd rather not post...more because I'd be embarrassed if someone published the half-baked version that exists now than because I'm afraid of someone stealing credit. =p
I'll see if I can replicate the problem in a duplicate map. Do you happen to know an easy way to copy data editor material between maps? The easiest method that I can think of is copy-pasting the field entries for each part of the effect tree from XML view and then reassembling them on the other side, which will still be a bit of a pain.
EDIT: Well, I've resolved the cooldown problem. (and while I haven't found a FIX for the tinting problem, I've been able to avoid being troubled by it thus far, by simply avoiding it, which is good enough, I guess. *shrugs*) It was indeed an error in the code that I showed in my original post, and although I can't say for sure, since I had changed multiple fields simultaneously when I fixed it, but the thing that did it was probably giving the ability cooldowns their own link to reference.
I actually have two questions, but I'm putting them in the same thread to avoid spamming.
The first is that the models that I've been creating through actor events in an attempt to imitate the high templar's afterimages are invariably tinted pitch black whenever I tint them at all. I assume that this is a texture problem, but don't have a clue as to what to do about it. Has anyone else encountered this problem?
The second is that, for reasons beyond my comprehension, the cooldown of a shield ability that I created is not taking effect at all.
The ability is a simple 5-level apply behavior ability directly modeled off of Stimpack, so the value of 30 in time use should be taking effect no problem, right? Except that it's not, and is instead acting as if it had a time use value of 0 when I test it. Anyone see my error?
<CAbilEffectInstant id="GuardianShieldEX">
<OrderArray index="0" Model="Assets\UI\Cursors\WayPointConfirmSwarm\WayPointConfirmSwarm.m3"/>
<AbilSetId value="GuardianShield"/>
<EditorCategories value="AbilityorEffectType:Units"/>
<InfoTooltipPriority value="1"/>
<Effect index="0" value="GuardianShieldApplyBuff0"/>
<Effect value="GuardianShieldApplyBuff1"/>
<Effect value="GuardianShieldApplyBuff2"/>
<Effect value="GuardianShieldApplyBuff3"/>
<Effect value="GuardianShieldApplyBuff4"/>
<Flags index="Transient" value="1"/>
<Cost>
<Vital index="Energy" value="25"/>
<Charge Link="Abil/GuardianShield"/>
<Cooldown Link="Abil/GuardianShield" TimeUse="70"/>
</Cost>
<Cost>
<Vital index="Energy" value="25"/>
<Charge Link="Abil/GuardianShield"/>
<Cooldown Link="Abil/GuardianShield" TimeUse="60"/>
</Cost>
<Cost>
<Vital index="Energy" value="25"/>
<Charge Link=""/>
<Cooldown Link="" TimeUse="50"/>
</Cost>
<Cost>
<Vital index="Energy" value="25"/>
<Charge Link=""/>
<Cooldown Link="" TimeUse="40"/>
</Cost>
<Cost>
<Vital index="Energy" value="25"/>
<Charge Link=""/>
<Cooldown Link="" TimeUse="30"/>
</Cost>
<AINotifyEffect value="Stimpack"/>
<CmdButtonArray index="Execute" DefaultButtonFace="GuardianShield">
<Flags index="ToSelection" value="1"/>
</CmdButtonArray>
</CAbilEffectInstant>
If you need more information to answer ether of my questions, just ask, and I'll answer. (=
Thanks!
EDIT: While I'm asking questions, I may as well add one more to the list. If you happen to know this, then please post something here. If not, then don't lose any sleep over it. Pretty sure I can figure this one out on my own, given enough time.
How would you make the Infested Terrans ability spawn a unit other than the current Infested Marines? I found the reference to unit type in the Morph ability command issued to the Swarm Egg that the Infestor spawns and changed that, but I think that there are some actor messages that I'm missing out on as well.
Bump!
Still looking for solutions to those first two problems. The Spawn Infested Terrans ability I've actually given up on. I'm just going to use the original ability, rather than trying to create my own working duplicate. (I'd replicated the entire effects tree and umpteenth-checked it, and looked at every relevant actor I could find. No luck.)
Anyone have any ideas? Questions? Complaints? =3
can you post the map? tinting should not cause any problems for any texture. cooldowns normally work too. really hard to give any advise here.
@FunkyUserName: Go
Eight days later, I'm back, as promised!
Unfortunately, the map that I'm doing this on is a project that I'd rather not post...more because I'd be embarrassed if someone published the half-baked version that exists now than because I'm afraid of someone stealing credit. =p
I'll see if I can replicate the problem in a duplicate map. Do you happen to know an easy way to copy data editor material between maps? The easiest method that I can think of is copy-pasting the field entries for each part of the effect tree from XML view and then reassembling them on the other side, which will still be a bit of a pain.
EDIT: Well, I've resolved the cooldown problem. (and while I haven't found a FIX for the tinting problem, I've been able to avoid being troubled by it thus far, by simply avoiding it, which is good enough, I guess. *shrugs*) It was indeed an error in the code that I showed in my original post, and although I can't say for sure, since I had changed multiple fields simultaneously when I fixed it, but the thing that did it was probably giving the ability cooldowns their own link to reference.
The fixed code was:
<CAbilEffectInstant id="GuardianShieldEx">
<EditorCategories value="AbilityorEffectType:Units"/>
<Effect index="0" value="GuardianShieldApplyBuff0"/>
<Effect value="GuardianShieldApplyBuff1"/>
<Effect value="GuardianShieldApplyBuff2"/>
<Effect value="GuardianShieldApplyBuff3"/>
<Effect value="GuardianShieldApplyBuff4"/>
<Flags index="Transient" value="1"/>
<Cost>
<Vital index="Energy" value="30"/>
<Charge Link="Abil/GuardianShield"/>
<Cooldown Link="GuardianShield" Location="Unit" TimeUse="70"/>
</Cost>
<Cost>
<Vital index="Energy" value="30"/>
<Charge Link="Abil/GuardianShield"/>
<Cooldown Link="GuardianShield" Location="Unit" TimeUse="60"/>
</Cost>
<Cost>
<Vital index="Energy" value="30"/>
<Charge Link="Abil/GuardianShield"/>
<Cooldown Link="GuardianShield" Location="Unit" TimeUse="50"/>
</Cost>
<Cost>
<Vital index="Energy" value="30"/>
<Charge Link="Abil/GuardianShield"/>
<Cooldown Link="GuardianShield" Location="Unit" TimeUse="40"/>
</Cost>
<Cost>
<Vital index="Energy" value="30"/>
<Charge Link="Abil/GuardianShield"/>
<Cooldown Link="GuardianShield" Location="Unit" TimeUse="30"/>
</Cost>
<Marker Link="Abil/PrimalHeal"/>
<AINotifyEffect value="InvulnerabilityShield"/>
<CmdButtonArray index="Execute" DefaultButtonFace="GuardianShieldEx"/>
</CAbilEffectInstant>