I'll definitely do that soon. I just want to see if I can at least get the mod to a reasonably playable state before I call it quits for the meantime since it was literally only a few issues away from being completely. Had this whole dilemma not happened it would have already been finished to its satisfactory point yesterday. The rest would have just been a work in progress throughout the year. Another thing to note. I tested this on the pcs editor and the error messages keep appearing, although I have not seen the editor crash or files get corrupted yet on the pc version.
My advice is experiment with the editor on a new project just to test out concepts and see if that does the same stuff. If it is an inherent flaw with the current patch it is not worth wasting time on fighting bad software. This is a good chance to test your creativity and improve your mastery of the editor.
It would also give you a chance to independently recreate the fault in your main project which can be useful in tracking down the cause.
Okay. I've just narrowed down the root of the problem to some degree. After starting over on an older saved file, I decided to see what would happen if I important all the custom models and icons into the editor. For the most part the editor was working just fine till I important all the new items. That is when it crashed once again and the file went corrupt. It almost certainly has to be some issue with the files or how they are being important. One thing occurred to me is that whenever I remove all the imported files from the editor, the destination location for the files remains linked. Like for example when you go to the original model for the tal'darim helbrute and check it, you can still see it linked, but not showing up. I wonder if this has anything to do with it.
Alright. About high time I've gotten down to resolving all the issues in this thread before it goes to the grave. I am bringing up this thread mainly to keep the bulk of my data questions organized in one spot and as of lately there are more that I have to ask. Hopefully no more extreme problems with the editor cropping up. I wanted to start off by asking how would one go about properly changing the models of certain units after an upgrade has happened and also adding certain walking animations. I am trying to get the hunter and splitter baneling to perform their "Walk Superior" animation once they upgrade their speed? I am going to also look over this thread for questions and previous things that I meant to get resolved a while ago. Its just that one question for the moment.
Look at the WoL dark zealots. Under the Unit actor they have two actor events. When the upgrade is completed they use the Model Swap action but also have one on Actor Creation that has a Validate Player term which uses a Player Requirement type validator that uses a Requirement.
If it needs different animations use a Validate Unit term and dupe all walking associated actor events.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Jackpot. This advice was incredibly helpful. Not only have I managed to solve a number of issues that have been plaguing me for quite a while, but I also managed to in the process solve that issue of attaching the bile launcher to Stukov crawler legs model. It was much simpler than I thought it was going to, but while piecing the puzzles together, I noticed an event called "Attach Model". After looking at the settings for it, I was able figure out how its done.
My next question is probably a simple one. I wanted to know how I would add sound to Protoss structures when they are warping in. I tried adding that warp in sound with unit construction.finish, but it plays after the unit is created.
Okay I will try to do in the regular way. The next question that I had to ask was about file optimization. I've read that game files shouldn't generally exceed 20 mb(the main ones at least). What I wanted to know is this. If I publish a mod online specifically just with custom assets, but then link it to the main file and publish that one, will it have a much faster loading time? I currently use about 140 mb of space just with one mod as there is so many custom assets in it. I wondered about some ways to decrease loading times for players in the menu. Many people have chosen not to join my game due to long loading times.
Okay I have some new data related questions. There are a few abilities and issue I am having complications with right now. I will list them all below with my explanation as what I am confused about in their regards:
1. Advanced Construction
Unclear how to have multiples scvs building a structure at once, but I think the build time is just increased using behaviors.
2. Swann's Repair drones
I am just unsure about how to get the drones to start mining gas.
3. How to specify portrait actors to use in place of regular models?
I am trying to create certain portraits with Glaze models. I am already aware of how to add the glaze, but not aware as to how to add portraits with new types of glaze materials.
4. How does one copy XML code?
The reason I ask this is because I am using a Mac so I am unsure if I am unable to copy it due to a problem with the Mac editor or something else. I want to try and take a crack at adding those overhanging UIs now that I think I may know how to. Is there a specific thing that needs be done to copy XML code? I know its necessary to be in the XML view so you know.
5. How to modify behaviors using other behaviors?
I already remember you telling me about the damage response sections and how to modify damage that way. Another thing I wanted to know was how to modify behaviors in other sections such as map sight for example. I have a behavior that temporarily makes the entire map go dark, but also reduced range. However I want it to be applied to the caster as well. Now I already now a way of doing this by just changing around the set that the behaviors are in, but I wanted to know this in case it could be really useful in the future to know.
6. You said earlier that I may run into problems with the Bile Launcher if I attached its model through that method I said earlier.
Could you please elaborate on these potential issues?
1. Under the Buildable type progress ability there is the Stats: Maximum Builders field. The adv. construction upgrade just modifies that.
2. Check the Swann Vespene Drone Trigger. This uses a dummy Set effect to trigger a trigger that uses a Modify Player effect. This is to ensure the correct caster player. For some reason instead of doing it directly using source...
3. As far as I know only a special UI frame type called UnitEffectModelFrame can support glazes and it is very temperamental. Also like all model frames it does not do attachments.
4. You should be able to go to XML mode and just copy and paste after selecting everything. An alternative if to save the map as a components file and use notepad++ to open it. From what I have learned some UI stuff needs to be edited using external text editors because the compiler cannot do it right (Within the last 3 days I have already added a new two frame properties that require this to the list). PS I might have a demo map ready soon.
5. Behaviours can disable or enable previously disabled specific behaviours. What you mean by other sections?
6. All the mobile stukov stuff does not shoot on the move. They are just legs with the model of the main unit on the top. If you want something that can shoot on the move like a diamond back you will need to use a Model type actor as an attachment for the structure on the top. The problem is all you are creating is a model (like a building fire) so unlike an actor it will not have the attachment points available to shoot from or the TurretZ to turn on to face a target.
3. I'll come back to this once I have other heavier tasks completed.
4. For some reason it shows up grey. I'll try the method you gave me and see if that works.
5. Its all good. I figured out what I was doing wrong.
6. Will keep note of this. Thank you for letting me know.
______________________________________________
There is just two questions I have for now as I am not quite ready to get to the more advanced questions.
1. Hot Key Issues
Notice that there are multiple hotkeys here that are the same. Problem I've been having with these hotkeys as well as many other similar units is that whenever I try to change them another of the buttons hotkeys also changes to the new hotkey changed. For example: If I try to change any of the hotkeys that have A on them to B. All of them that have A will become B. I wanted to know what might be causing this and how to fix it?
2. Changing animation groups that only happen while a player is moving.
There is a number type of unit that I created and I would like to have it play a specific animation, but only as it is walking. As soon as it stops walking then I want it to return to its regular stand animation. I wanted to know what would be the proper method of going about this?
1. Try the UI: Hotkey field under the Buttons data type. This is probably because they share a copied hotkey alias also under the buttons data type so like ability cooldown links they are sharing a hotkey.
There are some actor events such as Unit Movement Update but I found you often have to combine them with validators,
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Another question I had was about missiles. How can someone set up missiles that are able to missile their target and leave a cursor on the ground visible to everyone? I understand how to set up the missile themselves, but not how to get them to miss their target.
Those missiles make the Launch Missile effect target a point and then use a Search Area effect or Damage effect with splash to find the target units. The cursor is usually a Splat type actor similar to the AOE cursors like psi storm except set to be seen by all players.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Okay. The last 2 problems are solved. My next question is about is how to change the textures of landscape via events preferably? I have a structure that causes it to start snowing and I would like it to change the texture of landscapes once it starts snowing. Even if it looks rather blocky, I'd still like to try it. I wanted to know how I'd go about doing this?
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In reply to DrSuperEvil:
My advice is experiment with the editor on a new project just to test out concepts and see if that does the same stuff. If it is an inherent flaw with the current patch it is not worth wasting time on fighting bad software. This is a good chance to test your creativity and improve your mastery of the editor.
It would also give you a chance to independently recreate the fault in your main project which can be useful in tracking down the cause.
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:
No idea. I am not an expert with importing assets.
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:
Alright. About high time I've gotten down to resolving all the issues in this thread before it goes to the grave. I am bringing up this thread mainly to keep the bulk of my data questions organized in one spot and as of lately there are more that I have to ask. Hopefully no more extreme problems with the editor cropping up. I wanted to start off by asking how would one go about properly changing the models of certain units after an upgrade has happened and also adding certain walking animations. I am trying to get the hunter and splitter baneling to perform their "Walk Superior" animation once they upgrade their speed? I am going to also look over this thread for questions and previous things that I meant to get resolved a while ago. Its just that one question for the moment.
Look at the WoL dark zealots. Under the Unit actor they have two actor events. When the upgrade is completed they use the Model Swap action but also have one on Actor Creation that has a Validate Player term which uses a Player Requirement type validator that uses a Requirement.
If it needs different animations use a Validate Unit term and dupe all walking associated actor events.
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:
Using that actor event action may cause you problems later when animating the turret.
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:
No clue about that one.
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:
https://www.sc2mapster.com/forums/development/ui-development/165461-swapping-race-ui
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
Okay I have some new data related questions. There are a few abilities and issue I am having complications with right now. I will list them all below with my explanation as what I am confused about in their regards:
1. Advanced Construction
Unclear how to have multiples scvs building a structure at once, but I think the build time is just increased using behaviors.
2. Swann's Repair drones
I am just unsure about how to get the drones to start mining gas.
3. How to specify portrait actors to use in place of regular models?
I am trying to create certain portraits with Glaze models. I am already aware of how to add the glaze, but not aware as to how to add portraits with new types of glaze materials.
4. How does one copy XML code?
The reason I ask this is because I am using a Mac so I am unsure if I am unable to copy it due to a problem with the Mac editor or something else. I want to try and take a crack at adding those overhanging UIs now that I think I may know how to. Is there a specific thing that needs be done to copy XML code? I know its necessary to be in the XML view so you know.
5. How to modify behaviors using other behaviors?
I already remember you telling me about the damage response sections and how to modify damage that way. Another thing I wanted to know was how to modify behaviors in other sections such as map sight for example. I have a behavior that temporarily makes the entire map go dark, but also reduced range. However I want it to be applied to the caster as well. Now I already now a way of doing this by just changing around the set that the behaviors are in, but I wanted to know this in case it could be really useful in the future to know.
6. You said earlier that I may run into problems with the Bile Launcher if I attached its model through that method I said earlier.
Could you please elaborate on these potential issues?
________________________________________________________________
I also have some more advanced questions coming up, but I would like to finish these first so I can focus more of my energy on them when ready to.
1. Under the Buildable type progress ability there is the Stats: Maximum Builders field. The adv. construction upgrade just modifies that.
2. Check the Swann Vespene Drone Trigger. This uses a dummy Set effect to trigger a trigger that uses a Modify Player effect. This is to ensure the correct caster player. For some reason instead of doing it directly using source...
3. As far as I know only a special UI frame type called UnitEffectModelFrame can support glazes and it is very temperamental. Also like all model frames it does not do attachments.
4. You should be able to go to XML mode and just copy and paste after selecting everything. An alternative if to save the map as a components file and use notepad++ to open it. From what I have learned some UI stuff needs to be edited using external text editors because the compiler cannot do it right (Within the last 3 days I have already added a new two frame properties that require this to the list). PS I might have a demo map ready soon.
5. Behaviours can disable or enable previously disabled specific behaviours. What you mean by other sections?
6. All the mobile stukov stuff does not shoot on the move. They are just legs with the model of the main unit on the top. If you want something that can shoot on the move like a diamond back you will need to use a Model type actor as an attachment for the structure on the top. The problem is all you are creating is a model (like a building fire) so unlike an actor it will not have the attachment points available to shoot from or the TurretZ to turn on to face a target.
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:
1. Try the UI: Hotkey field under the Buttons data type. This is probably because they share a copied hotkey alias also under the buttons data type so like ability cooldown links they are sharing a hotkey.
There are some actor events such as Unit Movement Update but I found you often have to combine them with validators,
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:
Those missiles make the Launch Missile effect target a point and then use a Search Area effect or Damage effect with splash to find the target units. The cursor is usually a Splat type actor similar to the AOE cursors like psi storm except set to be seen by all players.
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
Okay. The last 2 problems are solved. My next question is about is how to change the textures of landscape via events preferably? I have a structure that causes it to start snowing and I would like it to change the texture of landscapes once it starts snowing. Even if it looks rather blocky, I'd still like to try it. I wanted to know how I'd go about doing this?