Problem 1: Lurker Den showing up too Early During Morphing Sequence
Okay so here is what I am trying to do. I am using some Custom models for a Hydralisk den and I want it to morph into an Lurker Den with a different model. I finally go the custom lurker den model to show up after the morph button is pressed. However problem is that the lurker den shows up 15% of the way into the buildings progression and then switches the direction its facing towards the end. The Hydralisk Den Custom model works just fine, but the Lurker den model simply shows up to early. I copied both the actor and unit from the campaign version of the Lurker.
Problem 2. Custom Hydralisks are not switching to their Custom Lurker Model.
The Custom Hydralisk Model will change to the Lurker with its weapon and stats, but the model will not. I copied both the actor and unit for these from Hydralisk - Morphs to Lurker. When I tried to alter all the events for to fit the name of the new units, I just got lots of overlapping models of the same one.
Other important information to know:
1. I am using a mod with campaign data, have the latest version of the Mac editor.
2. I used this guide to help me with Morphing the Buildings, but it does not help with Morphing Animations.
3. I did not touch the Lurker Den build or Hydralisk den Build, or unit construction events whatsoever.
4. Both hydralisk and the hydralisk den have Morphing abilities copied from the original.
5. I was sure to check the command card.
6. The pictures show which events I altered. Currently I only have some events altered in the Custom Hydralisk Den and Custom Lurker Den. The Custom Hydralisk also remains the same in events except that its model is changed and there are morphing abilities.
7. Some help with this is really needed right now in figuring this out. I've been at this for days and have not figured out a seamless solution. If anyone can help me figure this out they will be credited when The Ground Unit Battles Mod is released. If all goes well the mod, will be done within a month or 2.
Altered Hydralisk Den Events(All in view that have been touched) All the ones you see with AmonsLurkerDen have been touched. Everything else is the same.
Lurker Den Altered Events. As before. All the ones with Amon's Lurker Den have been touched, but other are the same as in the original.
What happens when I try to Morph a Custom Hydralisk Den to Custom Lurker Den:
Towards the end of the Morphing, it switches to face the direction of a regular Lurker Den. At least its showing up, but I would prefer it to have the regular Hydralisk Den to Lurker Den Animation.
Problem 1 - Correct me if I'm wrong: what I gather here is that instead of showing the little pustule that forms around the Hydralisk Den, the custom Lurker Den model shows up during the morphing phase. This definitely has something to do with the custom model itself not having that pustule animation. I won't send you on a wild goose chase trying to tell you how to add an animation, because I have no idea how to do it. What I would do is maybe modify the original Lurker Den Actor if you don't need it for anything else. If my memory serves me right, under the "Events" item of List View, you could add a "UnitBirth of Type" (or something like that, the name should reference a unit type), and then add a "Set Model" Action. So, whenever a Unit/Building named Lurker Den is created, the model will change from the default. Note that pre-placing this custom Lurker Den for the player or AI beforehand will result in the standard model, as the "UnitBirth of Type" did not formally take place within an active game.
Now, you have the proper Mutate animation that should play, and when the building finishes, you will get your custom model. However, since the game has to calculate the modification, you will see the original Lurker Den model for a split-second (no way around this). I will also note that if you plan to have a Zerg vs. Zerg scenario with the player or AI having unique tech trees, you may have some data issues unless you named the custom Lurker Den something else. For example, since you named it Amon Lurker Den, the new actor you need to make must make ONLY reference to the Amon one, not the original. So when or if you copy the Lurker Den actor, change everything from Lurker Den to Amon Lurker Den. Also make sure that the copied model that results is called Amon Lurker Den and has the correct Art attached to it. Click the Amon LD model, go to List View and double-click Art. Find your custom model by searching for whatever its filename is.
The above method is the only way I can think of to do what you're asking, but I'm assuming there must be a different, albeit more long-winded way.
Problem 2: Double-check to make sure you changed the model attached to the duplicated Lurker Actor to the custom one. Once again, I'm going out on a limb here, but there should be a "Set Model" option like how I described with the Lurker Den issue. I've made this type of mistake before - duplicating an Actor but not changing all of its unit-defining information. Also, as a shortcut, the Model attached to the Actor you made should be in a box at the bottom left when you click on the Actor in the search area. Scroll down, find Model, and then click it. In List View, find the "Art" item and double-click that. A popup window should come up with a Model browser of .m3 files.
P.S. I'm not sure what you mean by changes direction for the Lurker Den in Problem 1. Does it rotate around for some reason? If this is the problem, you can modify the Actor by creating a UnitBirth Event and then manually setting its rotation by choosing a "Set Rotation" Action. If this wasn't your problem, can you screenshot it?
Also, the thing you did in the first two screenshots might have been a wasted effort, unfortunately, so I wouldn't go down that path any further unless someone else on the forums here knows of such a method. I say this because Models must always have animations linked to them, like the Death, Birth, Attack, etc. This has to do with the design of the model itself, as when Blizzard makes their models they rig the skeleton of the mesh to do certain things, like strike a death pose. Trying to fix the animation issue with that lengthy process might work, but is unnecessarily confusing and can lead to mistakes.
"Correct me if I'm wrong: what I gather here is that instead of showing the little pustule that forms around the Hydralisk Den, the custom Lurker Den model shows up during the morphing phase."
Exactly right. I am like almost certain as well that the model itself does not have that animation, but that its totally okay with me. I wanted just the regular animation used in morphing hydralisk dens to Lurker Dens. Knowing this would be this best outcome, I'd be happy with that.
"I will also note that if you plan to have a Zerg vs. Zerg scenario with the player or AI having unique tech trees, you may have some data issues UNLESS you named the custom Lurker Den something else."
Thank you for letting me know. If I run into this problem, I will have an idea where to start.
"Double-check to make sure you changed the model attached to the duplicated Lurker Actor to the custom one. Once again, I'm going out on a limb here, but there should be a "Set Model" option. I've made this type of mistake before - duplicating an Actor but not changing all of its unit-defining information."
I will give this a try and see if it works. This is a new lead and I tell you going at this for hours without little success gets frustrating after a while. At least I got the Custom Lurker Den showing up.
"P.S. I'm not sure what you mean by changes direction for the Lurker Den in Problem 1. Does it rotate around for some reason? If this is the problem, you can modify the Actor by creating a UnitBirth Event and then manually setting its rotation by choosing a "Set Rotation" Action. If this wasn't your problem, can you screenshot it?"
This is what happens near the end of the morphing sequence. It switches the direction its facing.
Ah, thanks for the screenshot. I'm actually not quite sure how that would be fixed, but I'm assuming it would be fixed if you modify your new Lurker Den by copying over or editing the preexisting LD model. Provided the aforementioned method works, the correct Mutate animation will play and there will be no need to edit rotation.
As for why the rotation thingy is happening, it might have to do with the countless strings of animations you tried to attach, but I wouldn't mess around with those.
P.S. Can you try one thing for me? Just for fun, manually kill the Lurker Den (while it's in the morphing phase) with other units, like Roaches. I'd like to know what its death animation is. If it's the Lurker Den death animation, we have a problem. If it's the default "Building cancel" death or something generic/placeholder, it should be fine for the time being.
I think its the Lurker Den Death Animation. Here is a picture I tried to take as it died.
Now why might this pose a problem? Another thing that is concerning me is how I am going to get all the Stukov Infested Structure Animations done. Most other races has been so easy in comparison to zerg to get editing done, but zerg has lots morphing structures and units. Much more tricky than just simply training them.
EDIT: One thing I should mention is that I am trying to have it set up so player can pick between 4 types of different zerg throughout the game and at the start. This is why I can't just mess with the original lurker den. Its already being used.
It poses a problem because the custom unit's Lurker Den Actor itself has replaced the normal mutation cocoon that should appear instead of the completed building, like when the regular Hydra Den morphs into a Lurker Den. Unless I'm mistaken and that's supposed to happen - just kill a Spire while it's mutating into a Greater Spire. In theory, the way they work should be the same, so if the Greater Spire death animation plays, it should be fine. If not, try the Actor-based fix I suggested and then get back to me.
As for the Stukov Infested Structures, I'm not quite sure how they work, as I haven't dug around the Editor assets for a long time. However, is it right for me to assume this Stukov subfaction you're talking about works like the Co-Op Stukov? If so, I would strongly recommend you not delve into Zergy things as pertains to a Stukov subfaction. Keep it to infested Terran with a Virophage or something thrown in there. This way, you can keep things simpler and more distinct since it looks like you've got a lot in play on the "vanilla Zerg" side of things. In other words, it wouldn't be unreasonable to replace a Terran tech tree with Infested units.
A reply to your edit: I'm assuming you already copied the preexisting Lurker Den Actor to make this new building. So basically, just replicate the process as I described with altering the base Actor, instead applying it to the new Actor (Amon Lurker Den?). Recap:
(List View) Actors > (custom lurker den actor name) > Click "Events" > Add a "UnitBirth of Type" > Add "Set Model" Action. Once again, make sure anything Actors dealing with the Amon Lurker Den only reference the Amon Lurker Den and not the normal one. Let me know if this solved or helped the Lurker Den morphing problem. If not, I'll have to spend some time to simulate what happened and work backwards in the Editor in hopes I might be able to screw around and come up with something more viable.
P.S. If anything has the prefix "Copy of" it might mess with your data. It's tedious, I know, but renaming everything you copied to an appropriate name can make data editing much more precise, not to mention it prevents pesky data errors.
EDIT: I won't tell you what direction to take your project in, but a lot of the Stukov-related assets are already units in-game and creating heavily-Zerg based mechanics might confuse things too much since you already have four available choices. You just need to duplicate Terran buildings, and do that tedious process to modify the duplicated Actors and Models to reference Infested Structures already in the game's data library. I believe peeking into the data setup of a mission like Outbreak may help you figure out how to make Infested Terran structures.
As for the Infested structures, they could be built by Infested SCVs like how normal Terran buildings are made, seeing as how it doesn't make sense to construct them from Drones as pertains to the skin-and-bones of Zerg mechanics.
Alright. Few things before I head to sleep. I'll definitely be trying out these ideas tomorrow. As follows:
1.2. "If so, I would strongly recommend you not delve into Zergy things as pertains to a Stukov subfaction."
won't tell you what direction to take your project in, but a lot of the Stukov-related assets are already units in-game and creating heavily-Zerg based mechanics might confuse things too much since you already have four available choices."
There is something key to this mod that makes it unique from others. It will be seen once its released. I am not making a sub faction though of infested units, but keeping it to mainstream items mostly.
2. One thing I forgot to mention was that I never Duplicated any ideas. I created new ones, then copied from similar ones, but I have done this a lot when I was newer at the Editor. Very recently I even went through my whole editor and depleted every duplicate item. Sure helped a lot. I have multiple actors are certain units overlapping. My main worry is the getting the morphing for each of the structures done.
With problem 1 the delay if how long it takes to start to apply the specific properties of the unit being morphed into while the duration is the time period over which the properties of the second unit are applied. In your case the Facing fields of the Ability: Info - Sections - Durations field must be incorrectly set.
With problem 2 switch the order of the events around. Like triggers events are performed in sequential order. You are creating the new Unit type actor before destroying the old one. As only one unit actor can exist for any unit at a give time it is bugging out.
As for your building-mutation woes, as long as all related assets have distinctive names, such as "Amon Lurker Den" and "Stukov Drone" you can edit these four distinct Drones/workers, but keep the original "Mutate into Structure" ability. You can modify this ability to add to the list of structures that it can produce so you have every Zerg subfaction structure listed under one ability. Or, if you prefer, you can copy said ability four times (this is significantly more work on the renaming side, and makes it hard to organize).
This is how I do it when I make mods or custom data dependencies. Assuming, say, we have Amon Brood, Stukov Brood, Zagara Brood, Kerrigan Brood (sorry, numbered list is showing up as bullet points):
Make four differently-named worker units, one for each Brood faction. I suggest you copy them from the standard Zerg Drone and tweak the unit stats and name as you please (in the check box for duplication, uncheck the abilities; you can manually add them to the unit to prevent "Copy of" nonsense)
Search up the "Drone - Mutate into Structure" ability.
In List View, look to the right. Double-click on the item "Basic: Ability - Info"
A popup appears which allows you to link buildings to that Build ability. I recommend you only worry about working with the Broods' structures after you have made all the buildings for each Brood and named them accordingly.
If you click any blank space, you will be prompted to choose some values, like build time, as well as choose the building itself. This is why you created new structure "units" and named them after their respective Broods.
In the Structure selection box, filter out all options besides Zerg.
Type the name of the Brood's structure. I might type in "Amon" and stop there. Since everything is in alphabetical order, the available Brood buildings are all grouped together based on the Brood name (i.e. I could just go down the list of Amon, Stukov, Zagara, and Kerrigan structures without typing anything at all to begin with)
P.S. For Stukov, do you have any plans to incorporate a few special buildings, like the Infested Bunker? (^_^) If you plan to, I would suggest you make a new Data thread. I don't know of anyone who has successfully done this, and it's nothing more than a cool addition to your mod, but nevertheless it would be awesome to see in action beyond the HotS beta.
EDIT: I hope what you meant by "get the morphing for each of the structures done" was that you were unsure of how to have the player build them in-game in the first place. If that was not your problem, then please clarify. If that was indeed your problem, I have two links for you. The video describes a process with SCVs, but it's the same deal with any worker unit. You shouldn't have to worry about graphical errors in-game when these structures are being constructed, provided they are directly modified versions of preexisting ones. And by errors I mean the Zerg cocoon or Protoss warping portal not showing up.
As for your building-mutation woes, as long as all related assets have distinctive names, such as "Amon Lurker Den" and "Stukov Drone" you can edit these four distinct Drones/workers, but keep the original "Mutate into Structure" ability. You can modify this ability to add to the list of structures that it can produce so you have every Zerg subfaction structure listed under one ability. Or, if you prefer, you can copy said ability four times (this is significantly more work on the renaming side, and makes it hard to organize).
This is how I do it when I make mods or custom data dependencies. Assuming, say, we have Amon Brood, Stukov Brood, Zagara Brood, Kerrigan Brood (sorry, numbered list is showing up as bullet points):
Make four differently-named worker units, one for each Brood faction. I suggest you copy them from the standard Zerg Drone and tweak the unit stats and name as you please (in the check box for duplication, uncheck the abilities; you can manually add them to the unit to prevent "Copy of" nonsense)
Search up the "Drone - Mutate into Structure" ability.
In List View, look to the right. Double-click on the item "Basic: Ability - Info"
A popup appears which allows you to link buildings to that Build ability. I recommend you only worry about working with the Broods' structures after you have made all the buildings for each Brood and named them accordingly.
If you click any blank space, you will be prompted to choose some values, like build time, as well as choose the building itself. This is why you created new structure "units" and named them after their respective Broods.
In the Structure selection box, filter out all options besides Zerg.
Type the name of the Brood's structure. I might type in "Amon" and stop there. Since everything is in alphabetical order, the available Brood buildings are all grouped together based on the Brood name (i.e. I could just go down the list of Amon, Stukov, Zagara, and Kerrigan structures without typing anything at all to begin with)
P.S. For Stukov, do you have any plans to incorporate a few special buildings, like the Infested Bunker? (^_^) If you plan to, I would suggest you make a new Data thread. I don't know of anyone who has successfully done this, and it's nothing more than a cool addition to your mod, but nevertheless it would be awesome to see in action beyond the HotS beta.
EDIT: I hope what you meant by "get the morphing for each of the structures done" was that you were unsure of how to have the player build them in-game in the first place. If that was not your problem, then please clarify. If that was indeed your problem, I have two links for you. The video describes a process with SCVs, but it's the same deal with any worker unit. You shouldn't have to worry about graphical errors in-game when these structures are being constructed, provided they are directly modified versions of preexisting ones. And by errors I mean the Zerg cocoon or Protoss warping portal not showing up.
Okay here is a recap. I tried changing the facing and what happened was that it simply made the Lurker Den Switch the direction it was facing sooner. I don't think the facing is the problem as I copied the ability from the original Hydralisk Morph to Lurker Den ability. However I figured out what basically needed to be done, but I am just not sure how right now. I need to get that Hydralisk Morphing to Lurker Den animation showing up. As Ksnumedia mentioned, I probably replaced it when messing with the events so I am going to experiment with the events and see what changing different ones does. Now as for Ksnumedia's responses. I did the part about 4 differently named workers. In regards to special buildings. Yes I have a number of plans to that. I'll try to get the infested bunker working, but if push comes to shove, I can do without it. I suspect it would be accomplished in a similar way to morphing Terran buildings into flying units then moving them around, but I am not sure yet. Before I make a thread about it, though I want to get some of these other issues tackled and see if I can get it done on my own like I tried with the Amon Lurker den. At least then I have some idea of the mechanics to talk about. As for building scvs, buttons. I figured that out a long time ago. Figuring out how to get construction sequences for buildings done was a huge pain and also how larva works. Right now as I see, it the biggest challenges I face with finishing this current mod are:
1. The Morphing of units and Buildings with zerg related stuff. Getting units to spawn by training is so much easier, but I don't want to half ass this mod.
2. There is some modeling I want to do in order to create some units to fill in gaps for some races and factions with less types of a certain unit.
3. Creating certain types of new weapons and abilities. The rest of things as of right now are things I can either figure out myself or its only a matter of time till its done, but well see.
That's a lot to chew on. As you said, just take it one step at a time. So if you're working on Zerg structures right now, stick in that territory until it's beta-ready, and then move into Terran and Protoss structures if you have yet to.
Just generally speaking, you are justified in working on units and buildings first - they are encompass everything relevant to your map so future endeavors are precise and small-scale. I'm assuming you're a one-man-army here, so you don't have anybody to delegate roles to. Don't be overwhelmed.
In way yes. I manage the project myself, but thanks to all the resources from SC2 mapster and the help from the forums its practically a team effort. I am getting all the editing done, but if it was not for all the help and resources at SC2 mapster, this mod would not even be as close to impressive as it is becoming now. A zerg banking helped me solve a whole bunch of simpler issues I was having in the other thread. I am going to try and get some of those cleared up and come back to this shortly.
Okay so as hard as I tried, I failed to get the Custom Lurker Den fully morphing as I wanted, but this may be fine. Part of the Lurker Den starts morph sequence and what I did was change the facing delay to 0. I can work with this and say that this is maybe a sort of lurker den that has an insta build perk or something like that. I would like to come back to this in the future to see if it can be fixed, but if it can't I am not going to stress over it. Spent just too much time on this one thing.
Correct. The moment it starts, it looks like this, but the morph does not start away. I had set the facing delay to 0.
A tiny portion of the Lurker Den morphing sequence starts. The part where the hydralisk den gets sucked in and disappears. So it does not look like the building is just appearing out of thin air. The custom hydralisk den and lurker den also are playing the right sounds and not conflicting with regular hydralisk and lurker dens. However I am not at a dead end yet. There is a number of things yet, I can try and I may yet be able to solve this.
Sorry, don't remember whether you made this custom Lurker Den from scratch or if you duplicated the normal one and modified it. If you made a brand-new Unit entry for this structure, I would suggest you copy off of the original Lurker Den Actors, since all we're doing is handling a mutation animation sequence that should be the same between both buildings. If you duplicated the normal Actor and then modified it, I would still recommend using the original Lurker Den Actors as a baseline to ensure the Amon LD functions correctly with respect to the morphing sequence.
Either way, maybe you should make a backup copy and then mess around on one to try and figure it out on your own, if you can. Or, on the gameplay mechanics side, you could reduce mutation time or give the structure (or Amon Brood) an insta-build perk for upgrading tech buildings like the HD and Spire. Also, you could completely circumvent any such errors by allowing the player to build Amon Lurker Dens directly from Drones, without Hydralisk Dens to precede. That would be an interesting mechanic, but I'll leave that up to you.
P.S. I've been around Mapster and SC2 at large long enough to see a plethora of heavily customized data assets in action. Believe me, an issue like you're having is not a problem at all even during the beta stage of a mod or campaign's release. A majority of players, myself included, will have no problem dealing with minor data errors like this because such errors are neither an eyesore nor negative to gameplay. They can easily be patched out in a future update, so don't worry too much over this one error - I can't wait a lifetime for Project Critical. You got this mate.
Well thank you. Those are encouraging words. As for your question. What I did was I set both the custom hydralisk den and lurker den to parent of the original hydralisk den and lurker den, then changed the ones on the custom dens. I also did this with the hydralisk den morph and lurker den morph actors. So far this is the best result and outcome out of this. There is something yet that I have to try. I just don't want to half hazard this mode and make it the best it can possibly be within my means. PS: I managed to solve the Tal'darim Gateway morphing sequence which I was strugglingly with by simply setting the new ones to parent of the original and changing everything to match the new one. Did not even have to ask for help on that one ^^
But yet the same thing did not work for the Tal'darim Robotics Facility and Stargate. I think however it is because those simply don't have warp animations.
Is the Tal'darim Robo Facility and Stargate supposed to morph into something else, or does the initial warp-in animation not play? Either way, I suggest that, once you've sorted out the Lurker Den problem to your liking, you should make another thread so it can be independently discussed. Not sure if it can be solved like the Hydra-Lurker Den issue.
Problem 1: Lurker Den showing up too Early During Morphing Sequence
Okay so here is what I am trying to do. I am using some Custom models for a Hydralisk den and I want it to morph into an Lurker Den with a different model. I finally go the custom lurker den model to show up after the morph button is pressed. However problem is that the lurker den shows up 15% of the way into the buildings progression and then switches the direction its facing towards the end. The Hydralisk Den Custom model works just fine, but the Lurker den model simply shows up to early. I copied both the actor and unit from the campaign version of the Lurker.
Problem 2. Custom Hydralisks are not switching to their Custom Lurker Model.
The Custom Hydralisk Model will change to the Lurker with its weapon and stats, but the model will not. I copied both the actor and unit for these from Hydralisk - Morphs to Lurker. When I tried to alter all the events for to fit the name of the new units, I just got lots of overlapping models of the same one.
Other important information to know:
1. I am using a mod with campaign data, have the latest version of the Mac editor.
2. I used this guide to help me with Morphing the Buildings, but it does not help with Morphing Animations.
https://www.sc2mapster.com/forums/resources/tutorials/179185-data-morphing-units
3. I did not touch the Lurker Den build or Hydralisk den Build, or unit construction events whatsoever.
4. Both hydralisk and the hydralisk den have Morphing abilities copied from the original.
5. I was sure to check the command card.
6. The pictures show which events I altered. Currently I only have some events altered in the Custom Hydralisk Den and Custom Lurker Den. The Custom Hydralisk also remains the same in events except that its model is changed and there are morphing abilities.
7. Some help with this is really needed right now in figuring this out. I've been at this for days and have not figured out a seamless solution. If anyone can help me figure this out they will be credited when The Ground Unit Battles Mod is released. If all goes well the mod, will be done within a month or 2.
Altered Hydralisk Den Events(All in view that have been touched) All the ones you see with AmonsLurkerDen have been touched. Everything else is the same.
Lurker Den Altered Events. As before. All the ones with Amon's Lurker Den have been touched, but other are the same as in the original.
What happens when I try to Morph a Custom Hydralisk Den to Custom Lurker Den:
Towards the end of the Morphing, it switches to face the direction of a regular Lurker Den. At least its showing up, but I would prefer it to have the regular Hydralisk Den to Lurker Den Animation.
Problem 1 - Correct me if I'm wrong: what I gather here is that instead of showing the little pustule that forms around the Hydralisk Den, the custom Lurker Den model shows up during the morphing phase. This definitely has something to do with the custom model itself not having that pustule animation. I won't send you on a wild goose chase trying to tell you how to add an animation, because I have no idea how to do it. What I would do is maybe modify the original Lurker Den Actor if you don't need it for anything else. If my memory serves me right, under the "Events" item of List View, you could add a "UnitBirth of Type" (or something like that, the name should reference a unit type), and then add a "Set Model" Action. So, whenever a Unit/Building named Lurker Den is created, the model will change from the default. Note that pre-placing this custom Lurker Den for the player or AI beforehand will result in the standard model, as the "UnitBirth of Type" did not formally take place within an active game.
Now, you have the proper Mutate animation that should play, and when the building finishes, you will get your custom model. However, since the game has to calculate the modification, you will see the original Lurker Den model for a split-second (no way around this). I will also note that if you plan to have a Zerg vs. Zerg scenario with the player or AI having unique tech trees, you may have some data issues unless you named the custom Lurker Den something else. For example, since you named it Amon Lurker Den, the new actor you need to make must make ONLY reference to the Amon one, not the original. So when or if you copy the Lurker Den actor, change everything from Lurker Den to Amon Lurker Den. Also make sure that the copied model that results is called Amon Lurker Den and has the correct Art attached to it. Click the Amon LD model, go to List View and double-click Art. Find your custom model by searching for whatever its filename is.
The above method is the only way I can think of to do what you're asking, but I'm assuming there must be a different, albeit more long-winded way.
Problem 2: Double-check to make sure you changed the model attached to the duplicated Lurker Actor to the custom one. Once again, I'm going out on a limb here, but there should be a "Set Model" option like how I described with the Lurker Den issue. I've made this type of mistake before - duplicating an Actor but not changing all of its unit-defining information. Also, as a shortcut, the Model attached to the Actor you made should be in a box at the bottom left when you click on the Actor in the search area. Scroll down, find Model, and then click it. In List View, find the "Art" item and double-click that. A popup window should come up with a Model browser of .m3 files.
P.S. I'm not sure what you mean by changes direction for the Lurker Den in Problem 1. Does it rotate around for some reason? If this is the problem, you can modify the Actor by creating a UnitBirth Event and then manually setting its rotation by choosing a "Set Rotation" Action. If this wasn't your problem, can you screenshot it?
Also, the thing you did in the first two screenshots might have been a wasted effort, unfortunately, so I wouldn't go down that path any further unless someone else on the forums here knows of such a method. I say this because Models must always have animations linked to them, like the Death, Birth, Attack, etc. This has to do with the design of the model itself, as when Blizzard makes their models they rig the skeleton of the mesh to do certain things, like strike a death pose. Trying to fix the animation issue with that lengthy process might work, but is unnecessarily confusing and can lead to mistakes.
KSNumedia's Assets: Custom Models for campaigns and mods!
"Correct me if I'm wrong: what I gather here is that instead of showing the little pustule that forms around the Hydralisk Den, the custom Lurker Den model shows up during the morphing phase."
Exactly right. I am like almost certain as well that the model itself does not have that animation, but that its totally okay with me. I wanted just the regular animation used in morphing hydralisk dens to Lurker Dens. Knowing this would be this best outcome, I'd be happy with that.
"I will also note that if you plan to have a Zerg vs. Zerg scenario with the player or AI having unique tech trees, you may have some data issues UNLESS you named the custom Lurker Den something else."
Thank you for letting me know. If I run into this problem, I will have an idea where to start.
"Double-check to make sure you changed the model attached to the duplicated Lurker Actor to the custom one. Once again, I'm going out on a limb here, but there should be a "Set Model" option. I've made this type of mistake before - duplicating an Actor but not changing all of its unit-defining information."
I will give this a try and see if it works. This is a new lead and I tell you going at this for hours without little success gets frustrating after a while. At least I got the Custom Lurker Den showing up.
"P.S. I'm not sure what you mean by changes direction for the Lurker Den in Problem 1. Does it rotate around for some reason? If this is the problem, you can modify the Actor by creating a UnitBirth Event and then manually setting its rotation by choosing a "Set Rotation" Action. If this wasn't your problem, can you screenshot it?"
This is what happens near the end of the morphing sequence. It switches the direction its facing.
In reply to sc2ggamer:
As for why the rotation thingy is happening, it might have to do with the countless strings of animations you tried to attach, but I wouldn't mess around with those.
P.S. Can you try one thing for me? Just for fun, manually kill the Lurker Den (while it's in the morphing phase) with other units, like Roaches. I'd like to know what its death animation is. If it's the Lurker Den death animation, we have a problem. If it's the default "Building cancel" death or something generic/placeholder, it should be fine for the time being.
KSNumedia's Assets: Custom Models for campaigns and mods!
In reply to ksnumedia:
In reply to sc2ggamer:
KSNumedia's Assets: Custom Models for campaigns and mods!
In reply to ksnumedia:
With problem 1 the delay if how long it takes to start to apply the specific properties of the unit being morphed into while the duration is the time period over which the properties of the second unit are applied. In your case the Facing fields of the Ability: Info - Sections - Durations field must be incorrectly set.
With problem 2 switch the order of the events around. Like triggers events are performed in sequential order. You are creating the new Unit type actor before destroying the old one. As only one unit actor can exist for any unit at a give time it is bugging out.
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
I suggest you consider what DrSuperEvil suggested, it is likely a better (and much simpler) option than I offered.
In reply to sc2ggamer:
P.S. For Stukov, do you have any plans to incorporate a few special buildings, like the Infested Bunker? (^_^) If you plan to, I would suggest you make a new Data thread. I don't know of anyone who has successfully done this, and it's nothing more than a cool addition to your mod, but nevertheless it would be awesome to see in action beyond the HotS beta.
EDIT: I hope what you meant by "get the morphing for each of the structures done" was that you were unsure of how to have the player build them in-game in the first place. If that was not your problem, then please clarify. If that was indeed your problem, I have two links for you. The video describes a process with SCVs, but it's the same deal with any worker unit. You shouldn't have to worry about graphical errors in-game when these structures are being constructed, provided they are directly modified versions of preexisting ones. And by errors I mean the Zerg cocoon or Protoss warping portal not showing up.
http://starcraft-2-galaxy-editor-tutorials.thehelper.net/tutorials.php?view=161199
KSNumedia's Assets: Custom Models for campaigns and mods!
That's a lot to chew on. As you said, just take it one step at a time. So if you're working on Zerg structures right now, stick in that territory until it's beta-ready, and then move into Terran and Protoss structures if you have yet to.
Just generally speaking, you are justified in working on units and buildings first - they are encompass everything relevant to your map so future endeavors are precise and small-scale. I'm assuming you're a one-man-army here, so you don't have anybody to delegate roles to. Don't be overwhelmed.
KSNumedia's Assets: Custom Models for campaigns and mods!
In reply to ksnumedia:
Okay so as hard as I tried, I failed to get the Custom Lurker Den fully morphing as I wanted, but this may be fine. Part of the Lurker Den starts morph sequence and what I did was change the facing delay to 0. I can work with this and say that this is maybe a sort of lurker den that has an insta build perk or something like that. I would like to come back to this in the future to see if it can be fixed, but if it can't I am not going to stress over it. Spent just too much time on this one thing.
So the final unit is not facing right?
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
In reply to DrSuperEvil:
In reply to sc2ggamer:
KSNumedia's Assets: Custom Models for campaigns and mods!
In reply to ksnumedia:
In reply to sc2ggamer:
KSNumedia's Assets: Custom Models for campaigns and mods!
In reply to ksnumedia:
In reply to sc2ggamer:
KSNumedia's Assets: Custom Models for campaigns and mods!