Okay. Here is what I figured out. To put the off topic Tal'darim Robo Facility and Stargate morph aside, I found out that those simply don't have warp upgrade versions, but however I could attempt to put that red sphere that develops in the middle of a Tal Warp Gate in a Warp Stargate. The Tal'darim Warp gate does have the structure movement of warping up. The tal robo facility has a moment during activity animation where it looks like a warp robotics facility. I could try to get it to morph into that animation and the stop, but it would probably be no easy task.
Now for the custom hydralisk den and lurker den. There is something I have not tried yet and I am going to try soon. Just been clearing some other things up. Technically I managed to get another custom hydralisk and lurker den working with animation exactly right at a prior time. These were with the regular hydralisk and lurker den animations though, but on different objects and units. Not directly copied. I could try copying both of those and only change the events that made it work when I customized those for the Amon hydralisk den and lurker den.
EDIT: Okay I made a mistake and forgot that it was not actually custom Dens that I originally made work. I think for now I am going to settle with the current way the morph is, but I might revive this topic later, if it I decide to try again with fixing it. Next thing I am trying to get done the Infested Structures.
Alright! I feel so proud of myself now. I finally got the custom hydralisk models to morph into their custom lurkers. There is just one problem I am trying to figure out at this point, but I have an idea how this may be fixed. When they are in the process of morphing, custom hydralisk models aren't deleted. They are only deleted after the cocoon finishes. They way I managed to get them to start morphing was with a workaround.
Instead of using the normal morphing ability for lurkers, I decided to use the evolution mission morph and it worked. This morph uses Hydralisk as an actor and I tried copying from the hydralisk actor, but the result was buggy. Currently I am using an actor copied from "Hydralisk Lurker". I just need to know how to get rid of that Hydralisk model right when the cocoon starts and the extra progress bar that appears. My suspicion is that some sort of event needs to be performed for this like Ability*finish with sub destroy, but I am not sure about that. Here is a picture of the current events that have been changed in the new Actor for the custom hydralisk mode. This is the one copied from Hydralisk Lurker:
Sometimes, you just can't avoid it because you're using custom content. I think I've seen a couple things like this in Mass Recall (they might've patched it though).
I don't know if there's a way around this, and if there is, it is likely to be very complicated. No player would have any problems with that glitch, seeing as how it's so minor and almost impossible to avoid with custom content. It is neither an eyesore nor a game-breaker, so I wouldn't worry too much. Glad you got it worked out, it took a while to get this fixed :)
This is also happening with baneling evolution, zergling evolutions, and the creeper swarm host evolution. I'd really love to solve this if possible since I want the experience to be as smooth as possible cause I want this to be a really well done mod. I've had a similar issue like this before with another unit morph I was doing, but managed to solve it because fixing events. Of course thing is that I really don't know exactly what I am doing in regards to events. What I am merely doing is checking examples of things that work and trying to follow them and apply them elsewhere, but I don't really know the fundamentals of how these events must be placed, with what terms and in what order to work.
Well the good news is that I got a lot of the other evolutions fixed. I am fairly certain that there is way to fix this, but I am coming back to it in a bit.
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In reply to ksnumedia:
Okay. Here is what I figured out. To put the off topic Tal'darim Robo Facility and Stargate morph aside, I found out that those simply don't have warp upgrade versions, but however I could attempt to put that red sphere that develops in the middle of a Tal Warp Gate in a Warp Stargate. The Tal'darim Warp gate does have the structure movement of warping up. The tal robo facility has a moment during activity animation where it looks like a warp robotics facility. I could try to get it to morph into that animation and the stop, but it would probably be no easy task.
Now for the custom hydralisk den and lurker den. There is something I have not tried yet and I am going to try soon. Just been clearing some other things up. Technically I managed to get another custom hydralisk and lurker den working with animation exactly right at a prior time. These were with the regular hydralisk and lurker den animations though, but on different objects and units. Not directly copied. I could try copying both of those and only change the events that made it work when I customized those for the Amon hydralisk den and lurker den.
EDIT: Okay I made a mistake and forgot that it was not actually custom Dens that I originally made work. I think for now I am going to settle with the current way the morph is, but I might revive this topic later, if it I decide to try again with fixing it. Next thing I am trying to get done the Infested Structures.
Alright! I feel so proud of myself now. I finally got the custom hydralisk models to morph into their custom lurkers. There is just one problem I am trying to figure out at this point, but I have an idea how this may be fixed. When they are in the process of morphing, custom hydralisk models aren't deleted. They are only deleted after the cocoon finishes. They way I managed to get them to start morphing was with a workaround.
Instead of using the normal morphing ability for lurkers, I decided to use the evolution mission morph and it worked. This morph uses Hydralisk as an actor and I tried copying from the hydralisk actor, but the result was buggy. Currently I am using an actor copied from "Hydralisk Lurker". I just need to know how to get rid of that Hydralisk model right when the cocoon starts and the extra progress bar that appears. My suspicion is that some sort of event needs to be performed for this like Ability*finish with sub destroy, but I am not sure about that. Here is a picture of the current events that have been changed in the new Actor for the custom hydralisk mode. This is the one copied from Hydralisk Lurker:
If any more information is needed just ask.
Sometimes, you just can't avoid it because you're using custom content. I think I've seen a couple things like this in Mass Recall (they might've patched it though).
I don't know if there's a way around this, and if there is, it is likely to be very complicated. No player would have any problems with that glitch, seeing as how it's so minor and almost impossible to avoid with custom content. It is neither an eyesore nor a game-breaker, so I wouldn't worry too much. Glad you got it worked out, it took a while to get this fixed :)
KSNumedia's Assets: Custom Models for campaigns and mods!
In reply to ksnumedia:
Then perhaps continue to look into how the Evolution Missions set up the unit "evolution" sequences. Something might turn up there.
KSNumedia's Assets: Custom Models for campaigns and mods!
In reply to ksnumedia: