Got a question about this. Do I simply just manually make copies of the files then move them to hard drives on a regular basis or is some sort of program used? I went to the store and bought an external hard drive and just placed a few backup files on it. I just wanted to know if there was a typically better way of handling backups.
There are programs that can automatically create mirrors of hard drives but for small fun projects I tend to do it manually. On the other hand I am not IT savvy.
Cloud storage like Dropbox might also be a solution.
Alright. Everything seems to be sound once again right now and I have multiple backups. I am going to get back to addressing these issues and the new questions.
The new question that I have for right now is about how to allow primal roaches to move and use their melee weapons while burrowed. I tried increasing their movement speed and checked for behaviors on their burrowed unit. This did not get it to work. This is probably very simple, but I feel like I am missing something.
Hey. Been busy on a long list of data issues. Yes I got that issue fixed. Turned out that the missing attack ability was exactly the problem. Right now I am just trying to finish up the majority of issues before I consult you with more of the confusing issues. I do have two questions for you right now though.
1. Changing Textures
I might have asked this at a prior time, but I think I can finally understand right now. I wanted to know how to change textures. Since I am trying to add a nerazim faction, I wanted to use those dark Protoss structure textures. I am just not sure how to apply these.
2. How to set a tinted model back to its default state
There is a model that I have tinted pitch black in the events when a certain behavior is on. However I am unsure what action to use to remove tinting from it once the behavior. I don't want it to be tinted complete white.
3. A question about a general preferences option
Under preferences>documents, there is an option that allows you to optimize for faster saves or large file size. I thought I read once that faster saves will actually make the game load faster once its published as well. The file size of this mod is getting really big, which is why I might have to make this decision soon or later.
4. Does file Size contribute to lag in game?
I am aware that larger files will of course take longer loading times, but will it contribute to extra lag in the game?
1. Use the texture select by ID method. The tutorial by BorgDragon is still valid although the cutscene editor part has changed. I also wrote a more recent version for manipulating skyboxes directly into the wiki.
2. Add Label strings to group tints together and then use the Clear Tint Color actor event action. Tinting it white usually is the default state unless there are other tints involved.
3. No clue about that.
4. File size (usually number of imported models) affects initial load time only.
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Thank you. 1 and 2 have been solved. 3 I will do some research on. 4 is good to know. Thought it would be a good idea to check about this.
_________________________________________________
I have 4 new questions for today. They are also follows:
1. Complications with Stukov Egg Training
So I've finally figured out how to get Stukov's egg train method working like those for Stukov in Co-op. The problem I am facing is that whenever I try to train more than eight eggs, it simply stops as though the que is taken up and it won't start spawning more eggs from other infested barracks. When this happens I hear an error sound, but see no error message. The way I am having the eggs spawns is by simply using a train ability with the eggs have a shared alias. What I would like to know is how I can get them to spawn continuously in larger rings like in co-op as well as be able to continue to start spawning on other nearby infested barracks.
2. Launching Weapons from specific Attachment points; I think that I did something wrong
I am trying to set things up so that the missile weapon for this unit will launch from the hand. You can see the attachment point it uses in the picture, but I ran into a few issues that I am finding somewhat confusing. At the moment it is not working.
This shows the Sop attachment actor methods that I was attempting to use for it. When I looked at the list though, I did not see any "Hand Right" option, but just hand. This I wonder if it has something to do with why its not working or if I am using the wrong method. So next that is where I wanted to point out how the action actor is set up.
Void Walker(Purple) Missile Weapon Damage is the name of the damage effect that happens when the missile reaches its target for this unit. I have this put in all three token values, but I am unsure which values are supposed to go there. Should I put the launch missile effect in one of them? Another question that I also have is what the typical standard purpose of action actors are? So overall, I want to know what I might be doing wrong here that is resulting in the Launch Site OPS not working. Combat: Launch Site Ops+ under the action actor was exactly where I placed the SoP attachment. One more thing. When I first checked it, I found an sop attachment called SOP harness there by default, but then removed it. I don't know if that was needed or not.
3. Beams
The title is short and simple for a reason. I need to learn how to get beams working properly! I am looking to create an ability using red version of the medic heal beam. I know how to get the actual ability working and its already made, but don't know how to create the beam and properly project it on the target from a specific point on the Medic(which is where question 2 comes into play). I thought I understood how to get beams to work at a prior time, but I am clearly missing something. I tried creating a simple beam actor with the correct model I wanted to use, then using weaponstart.attack start then create such and such beam actor. It showed up, but it did not stretch to the desired target.
4 Simple question about Search effects
I wanted to know if search effects by themselves contribute to lag. For example, lets say someone has multiple structures that are searching for enemies constantly, but not applying behaviors, does this contribute to lag and how drastically can it affect the game? Lets say the search area of each is about 10 radius and there is 10 structures doing this. I think you mentioned sometime earlier that applying lots of behaviors to units at once can cause lag.
1. The stukov eggs use shared charges that spawn eggs which morph into the product unit like the infestor. Checked the Stats: Range field or the effects used when training? I know it uses a launch missile to some placeholder.
2. Index 80? thought right was 0?
What do you want your weapon to do? Action actors determine the launch and impact point and assets (sound or model wise) of a Launch Missile or Damage effect.
You set the Missile type actor correctly?
I never touch the harness since that is the default to any attachment point on the model if it has one.
3. Texture swapped or tinted? The Hosting: Host Impact - Subject and Hosting: Host Launch - Subject determine where it goes. Else use the ::HostLaunch and ::HostImpact system references. Under what conditions do you want a beam since you can make them without an action actor.
Sounds like the impact site is not being hosted correctly.
4. Can do since it is search return number of computations per period. Only lags if you are having it pointlessly searching in the thousands of computations range. Usually you use a n Enumerate Area validator to reduce the number if there are no valid targets nearby.
With your example it would only lag if an army of 100+ zerglings went into the range of all structures at once.
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1. Solved! I know it uses a launch missile as well. For now I am keeping it simple though since I need to prioritize tasks carefully.
2. First off. The harness has been put back just as it was. Second, I would just like it to function like a very standard raw damage missile weapon. It launches a missile directly at the enemy and causes damage using a damage effect. I think the missile actor is function as it should be. As I am kind of tired right now, if needed I can post a picture of that part tomorrow. I have the same mover that the bio plastic discharge weapons uses on the projectile unit for that missile. I would like it to launch from the Void Walker's right hand. About the indexes. How does someone tell the index of an attachment? I thought it was 80 cause of that number in the picture. Another thing also is that I tried to use a simple SOP offset on the launch operations. Nothing happened and I've used this same offset to offset other units before, but I have yet to be successful on this with missiles.
3. Tinted. What I want to do is to create a very basic weapon that just deals raw damage to enemies and has a range of 12. I am trying to get the beam to show up on this basic weapon for starters. Once I've learned how to do this I want to make an attempt at getting it to project another beam from the enemy that is being damaged to heal a nearby ally. Another question. What do I put in those token values for the action actor? Do I need to put the damage of launch missile effect?
4. Okay. Good to know. My next question in this regards is about what types of things typically contribute to lag the most. There has been some inexplicable lag that has been happening in the mod I have been working on. Sometimes the causes of the lag are very obvious, but more often the lag just begins to happen as the game progresses. I am usually uncertain if this has something to do with peoples computers interfering with the game, somethings that are not getting properly deleted in the mod, my own computer(unlikely since this is a very good computer). One example of obvious lag that happened was that as soon as I started the default eradicator flamethrower ability and started using it on units, things started slowing down quickly.
2. That number is the bone the attachment point is on. Use an index of either 0 or 1.
You putting the offset in the Combat: Launch Site Ops - Operations field of the Action actor? Remember the order of SOps is important.
3. Under the Art: Beam field of the Action actor insert your beam and make sure there is nothing in the Art: Missile field. For the second beam you probably will need to use Actor Find and an effect to determine the hosting of the launch and impact sites.
With action actors put in the effects used to create the action actor for launch and what you want to cause the impact visuals under impact and attack. It only accepts Launch Missile and Damage effects.
4. Timers in actor events that do not have the Timer Name term being used to create other timers, Create Persistent effects with the Persist Until Destroyed flag not being destroyed, loops in triggers that are not terminated or lots of high polygon models on the screen at once. If I recall you modified flamethrowers to apply some kind of debuff?
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Alright. 2 and 3 have been solved. This great. Both of these have been things I've been wanting to learn how to do for a while now. For 2, it turned out that my key mistake was that I was forgetting to put the applicable missile under Art:Missile. For 3 the beam is finally showing up now, but there is 2 new issues that have arisen which I am unclear about how to handle right now. Both are dealing with the beams:
As you can see, the beams are working now in the picture, but the beams are getting destroyed when the stop attacking a unit and they also aren't displaying in the same shape as medic beams. Some of the beam appears to be spreading depending on the unit that it is used on and on some units it seems to condense into one. How would I set it up so that it looks like a specific type of beam each time, but at the same time I would like to know what causes this since I might want beams in the future that have shapes like these.
As for 4. Will be coming back to that one in a bit.
How do you want your beams to persist after you stop attacking? The medic beam also spreads depending on target size eg ultralisks. I would try swapping the model for a colossus beam and see if the problem persists.
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Okay so I figured out a few things. First I using the shield battery heal beam by mistake. After switching to the regular medic beam it works more closely to a regular medic beam in appearance right now, but I am somewhat confused a bit. I thought that the beam was not supposed to persistent after attacking stopped. The main problem I am facing right now is that this new medic beam will not disappear until walking very far away from the enemy. Much father than the weapon's range of 12. It will also reappear as soon as the medic returns in addition to a new overlapping beam. This is what the Action Actor for that beam looks like in Table view:
One thing I should point out is that this was copied from the standard roach action actor for its acid saliva weapon, with models/sounds changed and new attachment points given.
Okay. I have finally solved that issue with the beams. It is now working as it should be. Turns out that what I needed to do was set the Host launch to scope caster and host impact to scope target well as set the Host for properties to scope target. I figured this out after having a look at Karax's servitor weapon beam which functions in a similar way that I wanted mine to as well. I also got the secondary beam working that I wanted to after a figure this one out. There are some other issues that I would like to get figured out next. For now I just have one more question:
1. How to create an ability that will increase the duration of another behaviors over time?
For the infested medic, I wanted to have the infested medic increase the duration of infested lifetime as it uses its heal beam. There is a behavior I use for this and I want it to be increased by +1 over time as the infested medic casts its heal beam on that unit.
Its working perfectly now. Glad this has been resolved. I have another question for the meantime that I've been meaning to get to for a while.
How to build carrier like leash weapons?
Weapons that have a number of units leashed to them and will attack for the central unit. I have been wanting to learn how to do this for quite a while now. I had a look at the carrier interceptor weapon, but I still find myself somewhat confused on how its done. I may have asked a question like this similar prior, but I think I can better understand now.
The Arm Magazine type of ability. It automatically orders ammo units to go for the target of the Attack ability of the host unit. In the case of the carrier it is an internal magazine of ammo units that is launched by the carrier weapon which is channelled. If internal they return to the hanger between attack orders so consider if you would want something like the brood lord which uses an external magazine.
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Alright. I am about to look into this. I was thinking probably more of an internal magazine since I wanted the units to return to the original unit if they don't die. A question I forget to ask about before. How do I make items that can be picked up and contribute to a type of custom resource? The custom resource thing on its own might involve a number of important things. I basically want to make tokens that can be picked up and contribute to a resource, then once players have x amount of that resource, they can summon certain units. Also another question along with this one. Does making it so that all killed enemies drop said tokens contribute to lag that much? This is a big factory in determining the token drop chance and how this whole system will be set up.
I don't know how the pickup fields work but with the campaign items they work by having an autocast effect - target ability that suicides the unit and does the desired effect.
How is this custom resource set up?
Not really if you look at how the coop Kerrigan does the resource drops on kill.
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Got a question about this. Do I simply just manually make copies of the files then move them to hard drives on a regular basis or is some sort of program used? I went to the store and bought an external hard drive and just placed a few backup files on it. I just wanted to know if there was a typically better way of handling backups.
There are programs that can automatically create mirrors of hard drives but for small fun projects I tend to do it manually. On the other hand I am not IT savvy.
Cloud storage like Dropbox might also be a solution.
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
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In reply to DrSuperEvil:
They got the Attack ability?
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In reply to DrSuperEvil:
Hey. Been busy on a long list of data issues. Yes I got that issue fixed. Turned out that the missing attack ability was exactly the problem. Right now I am just trying to finish up the majority of issues before I consult you with more of the confusing issues. I do have two questions for you right now though.
1. Changing Textures
I might have asked this at a prior time, but I think I can finally understand right now. I wanted to know how to change textures. Since I am trying to add a nerazim faction, I wanted to use those dark Protoss structure textures. I am just not sure how to apply these.
2. How to set a tinted model back to its default state
There is a model that I have tinted pitch black in the events when a certain behavior is on. However I am unsure what action to use to remove tinting from it once the behavior. I don't want it to be tinted complete white.
3. A question about a general preferences option
Under preferences>documents, there is an option that allows you to optimize for faster saves or large file size. I thought I read once that faster saves will actually make the game load faster once its published as well. The file size of this mod is getting really big, which is why I might have to make this decision soon or later.
4. Does file Size contribute to lag in game?
I am aware that larger files will of course take longer loading times, but will it contribute to extra lag in the game?
____________________
Going to stick with these questions for now.
1. Use the texture select by ID method. The tutorial by BorgDragon is still valid although the cutscene editor part has changed. I also wrote a more recent version for manipulating skyboxes directly into the wiki.
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://sc2mapster.gamepedia.com/Tutorials/How_To_Modify_Skyboxes
2. Add Label strings to group tints together and then use the Clear Tint Color actor event action. Tinting it white usually is the default state unless there are other tints involved.
3. No clue about that.
4. File size (usually number of imported models) affects initial load time only.
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In reply to DrSuperEvil:
1. The stukov eggs use shared charges that spawn eggs which morph into the product unit like the infestor. Checked the Stats: Range field or the effects used when training? I know it uses a launch missile to some placeholder.
2. Index 80? thought right was 0?
What do you want your weapon to do? Action actors determine the launch and impact point and assets (sound or model wise) of a Launch Missile or Damage effect.
You set the Missile type actor correctly?
I never touch the harness since that is the default to any attachment point on the model if it has one.
3. Texture swapped or tinted? The Hosting: Host Impact - Subject and Hosting: Host Launch - Subject determine where it goes. Else use the ::HostLaunch and ::HostImpact system references. Under what conditions do you want a beam since you can make them without an action actor.
Sounds like the impact site is not being hosted correctly.
4. Can do since it is search return number of computations per period. Only lags if you are having it pointlessly searching in the thousands of computations range. Usually you use a n Enumerate Area validator to reduce the number if there are no valid targets nearby.
With your example it would only lag if an army of 100+ zerglings went into the range of all structures at once.
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In reply to DrSuperEvil:
2. That number is the bone the attachment point is on. Use an index of either 0 or 1.
You putting the offset in the Combat: Launch Site Ops - Operations field of the Action actor? Remember the order of SOps is important.
3. Under the Art: Beam field of the Action actor insert your beam and make sure there is nothing in the Art: Missile field. For the second beam you probably will need to use Actor Find and an effect to determine the hosting of the launch and impact sites.
With action actors put in the effects used to create the action actor for launch and what you want to cause the impact visuals under impact and attack. It only accepts Launch Missile and Damage effects.
4. Timers in actor events that do not have the Timer Name term being used to create other timers, Create Persistent effects with the Persist Until Destroyed flag not being destroyed, loops in triggers that are not terminated or lots of high polygon models on the screen at once. If I recall you modified flamethrowers to apply some kind of debuff?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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In reply to DrSuperEvil:
Alright. 2 and 3 have been solved. This great. Both of these have been things I've been wanting to learn how to do for a while now. For 2, it turned out that my key mistake was that I was forgetting to put the applicable missile under Art:Missile. For 3 the beam is finally showing up now, but there is 2 new issues that have arisen which I am unclear about how to handle right now. Both are dealing with the beams:
As you can see, the beams are working now in the picture, but the beams are getting destroyed when the stop attacking a unit and they also aren't displaying in the same shape as medic beams. Some of the beam appears to be spreading depending on the unit that it is used on and on some units it seems to condense into one. How would I set it up so that it looks like a specific type of beam each time, but at the same time I would like to know what causes this since I might want beams in the future that have shapes like these.
As for 4. Will be coming back to that one in a bit.
How do you want your beams to persist after you stop attacking? The medic beam also spreads depending on target size eg ultralisks. I would try swapping the model for a colossus beam and see if the problem persists.
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 so I figured out a few things. First I using the shield battery heal beam by mistake. After switching to the regular medic beam it works more closely to a regular medic beam in appearance right now, but I am somewhat confused a bit. I thought that the beam was not supposed to persistent after attacking stopped. The main problem I am facing right now is that this new medic beam will not disappear until walking very far away from the enemy. Much father than the weapon's range of 12. It will also reappear as soon as the medic returns in addition to a new overlapping beam. This is what the Action Actor for that beam looks like in Table view:
One thing I should point out is that this was copied from the standard roach action actor for its acid saliva weapon, with models/sounds changed and new attachment points given.
How the beam persists is determined by the actor events for the Beam (Simple) actor.
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In reply to DrSuperEvil:
Okay. I have finally solved that issue with the beams. It is now working as it should be. Turns out that what I needed to do was set the Host launch to scope caster and host impact to scope target well as set the Host for properties to scope target. I figured this out after having a look at Karax's servitor weapon beam which functions in a similar way that I wanted mine to as well. I also got the secondary beam working that I wanted to after a figure this one out. There are some other issues that I would like to get figured out next. For now I just have one more question:
1. How to create an ability that will increase the duration of another behaviors over time?
For the infested medic, I wanted to have the infested medic increase the duration of infested lifetime as it uses its heal beam. There is a behavior I use for this and I want it to be increased by +1 over time as the infested medic casts its heal beam on that unit.
Check the Stats: Duration Bonus Minimum field. Unless you are using the Refresh flag.
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In reply to DrSuperEvil:
Its working perfectly now. Glad this has been resolved. I have another question for the meantime that I've been meaning to get to for a while.
How to build carrier like leash weapons?
Weapons that have a number of units leashed to them and will attack for the central unit. I have been wanting to learn how to do this for quite a while now. I had a look at the carrier interceptor weapon, but I still find myself somewhat confused on how its done. I may have asked a question like this similar prior, but I think I can better understand now.
The Arm Magazine type of ability. It automatically orders ammo units to go for the target of the Attack ability of the host unit. In the case of the carrier it is an internal magazine of ammo units that is launched by the carrier weapon which is channelled. If internal they return to the hanger between attack orders so consider if you would want something like the brood lord which uses an external magazine.
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:
I don't know how the pickup fields work but with the campaign items they work by having an autocast effect - target ability that suicides the unit and does the desired effect.
How is this custom resource set up?
Not really if you look at how the coop Kerrigan does the resource drops on kill.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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