1.2, 1.3, and 3 have been resolved as of posting this. 3 was especially helpful. That method is so much easier than messing around with Blender to do that. Now there is another question about 1.1 and 3.
1.1 Here is a look at the bulk of the action actor for that weapon.
The only thing changed from default here is hybrid placer which is a sop offset that has a raises the z axis by +5. I am not quite sure how to check if the missiles are hugging the ground exactly or what might be the real culprit here. Also wanted to know what a Random point in sphere may do. After adding hybrid placer nothing happened. I also removed the method attachment to see what would happened and changed the fallback to top. Did not fix the problem.
3. In regards to models, does the file need to be in a specific type of format to be moved into blender? I tried moving a model into blender after exporting one of them, and it did not show up in the directory at all.
4. About the detection range question.
Right here is the actor that is supposed to produce the range circle. Its showing up under the Blimp Ads unit, but the range circle does not appear non the less. I wonder why this might be happening. In the actor, there does not seem to be any direct specification to the Blimp nor the Overseer.
5. How can one set things up so that only a maximum number of a certain type of unit and/or structure can produced or build at a given time? Certain types of structures such as the gas turret and heroic units I may only want a limited amount of out at once.
1.1 I see you have a custom launch site actor. Make sure it is a Site type actor with the correct SOp (Attachment) SOp. Also make sure the Launch Force Site flag is enabled under the Actor: Action Flags field of the Action actor.
Just test the ability/weapon out and see if the missiles follow the ground completely or have any z component to their flight path (works best shooting down from a cliff).
The SOp (Random Point In Sphere) SOp would add random variation in the position of the launch site allowing it to look like missiles are launched from all over your flower and not just a single point.
3. No clue, never done model editing. Try asking in the Artist Tavern forum.
4. The actor is being created by the behaviour being on the unit. In the editor even innate behaviours are not factored in. You will need to test the map. You will find under hosting it does not use a specific unit but instead uses an alias (probably _Selectable). Also check the Actor: Filter fields are set correctly.
1.1 and 4 I am still investigating. 4 I am trying to look for any possible differences between the original. 5 is solved now. Also an issue from a while ago has been fixed. Got all the broken auto extractors and refineries fixed.
There is another round of questions I have next as follows:
In the mod, I have 3 factions of protoss and for the main type of protoss, I made a structure that performs similar to the rip field Generator.
You may notice a slight blue tinge along the ground. I am using an enlarged version of the model that goes with the Atmospheric Stablizer.
This is the edge of the field. Now the problem is that while this thing is active every time I have units selected and they click anywhere within the field, they will move to the center of the structure. I have narrowed it down to this being because they are essentially clicking on the unit itself. Now I wondered if it would be possible to make the model actor part of this unit unclickable. I have checked the selection circle of the structure that this is attached to itself and it is just right.
2. Structures that automatically unmorph after losing such and such energy.
Many structures like the gas turret here, I want to make consume energy while they are morphed up and active like this while also maintaining the original their current energy as they morph and unmorph. When a certain amount of energy is consumed, I want it to unmorph. This is one of those things that I was waiting till I learned more about the editor to attempt. Now that I have an understanding of how to get units to morph with set animations using events, I feel it might be a good time to attempt this.
3.1 How to change the Virophage's Weapon so it damages units.
If the unit dies, then it becomes the virophage owners unit as the infested version.
3.2 Attaching a Stukov Spine walker Legs Model to the Virophage
To make things just a bit more interesting, I'd like to see if I can attach a one of those Spine Walker Legs to the Virophage that of course moves the unit around. This is not critical to finishing the mod right now, but its definitely something I want to look into soon or later.
4. How can one set some sort of requirement that a building can only been built within such range of another building or mineral resource.
For certain structures like psi destroyer, I don't want them placed just anywhere cause it could present some major problems for players in the game. For this I wanted to know how one sets a requirement that a building needs to be built within range of another building or can't be further away from.
5.1 Getting the Old Infested Siege Tank to have a Weapon while uprooted
For Starters. On the Left is the old infested siege tank I am trying to working for the mod. I want this one to have the regular weapon regular siege tanks use while fighting unsieged. I added that weapon to it, but it does not show up at all either in the uprooted nor rooted unit of it. I wonder what could be some of the reasons its simply not showing up at all. If more information is needed just let me know.
5.2 Now I also wanted the infested siege tank from co-op used by Stukov. Just the opposite issue is happening here although there is probably more to it here. In the picture you can see the infested siege tank. I am trying to get volatile burst to be usable. It shows up as in the icon does, but every Time I launch it, I just receive the message"error". There is also this odd text appearing in the command card for it. If you need actor information I can post it.
6. How to reduce the Damage that from a persistent effect specifically for certain types of units.
So basically coming back to that Volcano. That Volcano produces an area of flames that causes damage to anyone who passes. The problem though with structures like those is that they are particularly deadly to light units and other low health units. I specifically wanted to reduce the amount of damage that this damage effect does to light enemies. Now maybe I am fooling myself and I missed that it actually worked, but I tried adding a -.5 for units. It did not seem to change anything. What would be the right way to go about reducing such damage?
7. Slowing Down Units as they Walk through these Brambles
I've already figure out how to get the brambles to hurt players and for players to walk through them. Problem now is that they aren't slowing down units. I tried setting the movement speed multipler to .5 It did not seem to change anything.
8. Another question I have is about the Tyrannozor Model. I have seen this used in mods before, but could only find a still model of it with no animations. It might be possible it was a custom model. Just double checking.
9. About this model:
Its called the Bird Xenomorph. I wanted to use it as a primal flyer even though I am aware it does not have any good death animations. Now this model unlike the Drift seeker has a GLStand animation in which it just remains still in place. I tried typing in G,L, Stand and use an animation group apply event for it. This did not seem to work. I wondered what might be the proper when to indicate such an animation group needs to be applied.
10. Lastly, a very simple question. How does one remove attack-ability of the greater Nydus Worm as is unburrowing in?
1. If the force field is a Model type attachment just disable the Actor: Add To Proximity System field on the actor. Also the Allow Hit Test flag under the Art: Model Flags field.
2. How you asked was slightly confusing. So you want that the base unit to have a positive energy regen that when it hits a certain threshold it automatically morphs? While when it is in the other form it morphs back at 0 energy? Both can be achieved using a Morph ability with the Automatic flag and Unit Compare Vital validators.
3.1. You want what? So the player builds this virophage unit but if it is killed it is reborn as something else?
3.2. Probably easier to have the legs as the main unit and the virophage as the attachment.
4. Just use a Power Source/Power User behaviour pair like protoss structures.
5.1. The co-op commanders mod is notorious for screwing up data and trigger modifications. So in the morphed form you have added the weapon and made sure the weapon itself has not funny flags that hide it requiring the UI: Equipment Array fields under the Units data type?
5.2. What the error says would have been helpful.
6. Make the period less frequent and make the Damage effect deal low damage but have bonus damage vs the attributes of stuff you want it to do high damage against.
7. Just get the unit to emit a slow aura. On the Buff behaviour applied to the units the Movement: Modification - Movement Field Multiplier field is what you want.
8. Look for a .m3a format file used under the Models data type for the original.
9. GL stands for Global Loop so use the Stand (Global Loop) one.
10. Go to the Ability: Abilities - Ability field of the unit and remove the offending ability.
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Answering a few of these now. Will get back to you about the rest tomorrow.
2. Exactly what you said. I want it to restore energy while its in its burrow morph and lose energy while unburrowed. I'll examine this solution you have given me.
3. Well noted. I will just have a further look at the Co-op commanders mod to see how they did it with other buildings.
5.1
Good to know. I may find it easier just to start the whole thing from scratch. Well see.
5.2
It just simply shows "Error" at the side of the screen. Nothing else specific and it does not fire the weapon. I know this can't be much more helpful either. I'll look further into it for possible issues.
EDIT:
3.1 My Apologies. I was not specific enough here. I am going to get back to this one tomorrow with you as well since I want to make absolutely sure I know what I want it to do. Crossed between just making it cause default damage like bile launcher or making it slowly take over a unit that it attacks to transfer ownership to the player that owns the virophage.
1. Wonderful. This fixed a whole bunch of issues that I was having with model additions.
6. [Resolved]
7. [Resolved] I see the problem was that I was not being careful which location I input the data into. That is why it did not work in the first place.
8. Can I have some more elaboration on this one. How specifically do I look for m3a files?
9. Sadly this did not work even though after doing exactly what you said GL stand showed as the animation stage. It must have something to do with the model itself then.
10. I need to be more specific here. What I actually was asking was how would sets it up so that the Greater Nydus Worm cannot be attacked while burrowing in like regular nydus worms can't be these days. Its not a specific type of ability that I am looking to remove.
1. Coming back to number 3 at the start of this page when you gave me that advice about textures as follows:
"With textures find the texture of the model you want to alter using the Cutscenes Editor under the Show Model Data option and then go to the Textures data type, click the File field and then the Browse button. Find the texture and then Right Click it and select the Export File option. Use software like Aorta to convert it into a more convenient file format and then use something like Gimp to modify it before converting it back into .dds format. Import the modified textures using the Import Manager (F9) of the editor, save, close and reopen the editor and reload your map. You can then use the Texture Select By ID method to swap the textures on the model."
I am finding myself a bit confused. Similar to the M3a question there is a lot of parts I am unfamiliar with in the Cutscene editor. Where exactly is the show model data option?
2. I've decided that for now I just want to keep things simple with the Virophage. I have to remember that I have very limited time free time left to work on the bulk of this mod as I please so I would just like it to cause a steady stream of damage. Maybe in the future when I have more time I'll look into having it infest units.
3. Next question I had is about portraits. How does one get a portrait to talk when say someone triggers a sound_yes for example(assuming it has the animations)? I have some sounds inputed for new units and have been trying to get their portraits to talk along with each sound, but I am not quite sure how.
4. After copying a bunch of protoss buildings for use as Tal'darim buildings, some of them don't have sounds. I wondered exactly it is that causes the sounds of the birth and construction and how to input them properly. This might be ridiculously easy. Since I have so little time left to work on this project, any time saved though is a great help.
EDIT: I found the model data section for the part about textures. Question I have though is about the types of textures. What do diffuse, specular and emissive mean? Which are important and how are they used?
8. In the cutscenes editor under the Files tab (near the upper left of the screen) use .m3a for the search. Add them to the Animations: Animations (Optional) field.
9. So you tried applying an animation bracket where for all options you had Stand (Global Loop) as the only entry?
10. Add a Buff behaviour that adds invulnerability while it is using the Train/Build ability?
1. Open the model in the cutscenes editor. If you followed my instructions setting wise where should be a box with a play button on it. When the model is opened there should be a red and blue line able to play the animation. To the Left there should be a green symbol of a circle with an arch beneath for the model. Right click and select Show Model Data or hit Shift + D.
Under that window there is a folder called materials. Model depending there will be sub folders but those are the ones of interest for textures used by the model.
2. Simple? So a simple low period splash weapon?
3. Look at the Viking actor for how to set up the events. Else make the Unit actor use a custom Portrait type actor with the correct events based on signals.
4. A lot of the Model type actors used for constructions produce their own Sound actors and rely on the events to include certain units.
Bonus round. Diffuse is the colours you see on the unit, Specular is how light reflects off the textures (think solid gold baby), Emissive is the parts of the texture that emit a light like a team colour or the glowing bits on various protoss structures and finally you get the Normal texture which is the fine texture detail (like the cross on the medic shield not being flat).
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All those issues have been solved now. About number 9. Here is a look at the Bird Xenomorph animation Stages:
Yes. I put Stand(Global Loop) Exactly in for each. I will give it another try to make sure I did not get something wrong. If this does not work I am going to attempt simply giving it a stand animation in Blender, which I assume probably wouldn't be that hard.
Next up is about number 8. This information turned out to be invaluable. After realizing that any models have animations separated in m3a files which needs to be added to animations section, I started checking many old models I had similar issues with and have some a number of similar issues. Yet Alas I've run into another one related to this I am confused about. Its as follows(plus starting off the next round of questions:
Specifically the custom model I am trying to use is the Swarm of Amon Abberation as seen on the right in this picture:
The other ones are working beautifully. The Aberration though I noticed has some M3a files in them. I added these to the optional section of animations under the model. Now here is the issue. When I was looking at the Tyrannozor Model, I noticed that there was a number of animation events set when I looked at it. Since this is a custom model, it looks like I have to set these myself. This would be my first time doing this and as such I have very little idea how these work.
These are the Tyrannozor events. Now my question is, how do I figure how what variations to imput and what stages since I know these cannot be seen directly in the cutscene editor. Or maybe I am wrong? Good thing I am at least familiarized with what these terms mean now.
2. Creating Continous Sounds on Structures
I have been attempting to create continuous sounds playing on structures such as for example the Zerus Volcano eruption sound. At first I attempted creating a soundcontinous type actor and creating it upon the unit birth of the volcano. Nothing happened, then I tried this as seen in the picture. This seems to be the exact same method used on the doodad actor of the volcano, but its not working here for some reason. My question is what might I be doing wrong here?
3. Next question also is how to go about properly copying a tech lab. I've been trying to get some tech labs copied for Black ops structures, but cannot figure out exactly what to change in the new copies for it to work properly. This is been a major issue for a while.
Going to leave at this right now since I am very very tired at the time of writing this and I want to be able to explain the remaining issues out with careful detail.
1. Open the model in the cutscenes editor then while the model is selected open the .m3a file to look at those animations (should appear nested under the model in the lower left window). Alternatively just create an Actor Creation event and play a specific animation variation on a loop and test the map.
2. Some models use model events under the Models data type to create the sounds directly like the Leviathan Death or the New Folsom sirens.
3. Under the Behavior: Added On Units - Unit field you need to set the structures it is built next to. You also need to make sure it has a placement footprint that includes the footprint of any structures it is added onto. The Behavior: Added On Units - Behavior field is used to apply a Buff behaviour to the host structure that the Requirements of the structure Train abilities then use to do stuff. Else you can do like the reactor and get the buff to do modifications directly
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You may remember this topic. When I first asked you this question and you gave me and answer I still found myself very confused. Now that I have a better understanding of behaviors and effects I was able to get lots of it done. There is still a problem though. The Terran Buildings timer works right while airborne and they die as intended after the timer with the ui showing up. Problem is that should they land, the structure is instantly destroyed. I want terran players to be able to land buildings canceling the effect and allowing the building to live, but have it still work if they keep buildings airborne too long.
5. Changing a units Alliance with behaviors and effects
I wondered how a player would go about changing what team a player is on through use of behaviors and effects. I wanted to create certain types of abilities that can infest and take control of certain player's units.
6. BioChemical Nuke. Any idea how its done?
I saw this on youtube and thought it was quite cool. Like the virophage, this is something I want to save for a later time to do, but I would like an idea of how to do this so I can plan for it.
7. Soul Hunter Model Won't turn
I am using the Soul Hunter model from the Elders Collection. For some reason it won't turn dispite that I have turning movment set and made sure there are no turning disabling flags on. Its copied from the immortal. I also checked if it needed extra animations of some kind. Does not seem to have any extra needed. If you need more information just let me know.
8. Creating a Spawn Creepers ability for Slivan.
I want Slivan to be able to have an effect-target ability that spawns creepers like swarm hosts do and like it does in its boss battle. Of Course in its actual boss battle I assume it spawns them by triggers. Now I assume that I would need to create a spawn behavior for the creepers and some sort of precursor to get them to show up. When looking at the boss battle, it does not look like the creepers spawn from eggs that are shoot, but rather directly from Slivan's back and their healthcare only appears once they land.
9. Voice Files for Zurvan
I have been looking for the voice files of Zurvan talking directly to Kerrigan. All I have found so far are files of grunts and roars. I wondered where one might be able to locate the files of Zurvan actually talking to Kerrigan so they can be used. Same goes with the other primal leaders, but I've yet to check the others. Theirs might be easier to find.
10.1 How to get a Unit to Automatically walk up to a unit and use a transport ability on them.
Using Blightbringers Model, I've come up with a Unit I call Gluttony Incarnate. This is basically meant to be a unit that goes up to other units and devours them. I am using a transport ability to do this that only works on the enemy with no unload. However since this is essentially meant to be a deadly ability, I'd rather the unit go up to units and use the transport ability on them instead of having it manual.
10.2 Increasing Health Upon Devouring an enemy with the transport ability
When the unit consumes an enemy, I want some of its health to be increased and not temporarily so I would like to know how to set it up so that every time it consumes a unit with its transport ability, then it gets a health boost. Not a health max boost, but just extra health added to what it already has.
10.3 Increasing Damage Upon Losing a certain amount of health and increasing armor upon gaining a certain amount of health
The way this unit is meant to work is that its constantly losing health all the time. In order to keep living it must feed on enemy units. When its health is really high, it gets extra armor, but when its health is really low, it gets a damage boost. I wanted to know how to be able to specify such behaviors and/or effects to be applied at such times.
11. Recreating the Hunterling's Jump
I am attempting to recreate the hunterlings jump from Dead of the Night. I am just not sure how to get it to fly up like it does and large in a specific position. I am guessing some sort of site operations are needed for this. If you can point me in the right direction, I'd be very appreciative of that.
12. How to increase the larva count that is produced
For certain zerg structures I am looking to set them to a higher larva count. I need to know how to do this.
How you applying that global loop animation. Check it is not being overridden by some other actor event playing the other stand animation.
4. Add a Unit Type validator to the Damage effect. Worst case add a Create Persistent effect to act as a delay to allow morphing to finish.
5. Ill send you two of my old demo maps. Further info on the fields needed for Buff behaviours to convert units can be found here: https://sc2mapster.gamepedia.com/Data/Behaviors/Buff . The Modify Unit effect has the Owner flag under the Effect: Modification Flags field and the Effect: Transfer Unit - Value field for determining which player to transfer ownership of the target unit to.
6. The nuke countdown and impact actors are probably linked to a Create Persistent effect while the rest either would need the infested structures and units to have morph abilities that automatically happen when a buff applied by the ability is on the unit which also swaps the owner or use triggers to swap them out for stuff owned by the player.
7. So why not the soul hunter model from LOTV? Under the Units data type the Turnable flag in the Unit: Flags field enabled? Immortals and the colossus have that flag disabled so their legs always face the same direction and use a turret to make the tops follow the direction of movement.
8. Most such spawn abilities use a Launch Missile effect that launches the spawned unit from the correct location (like the mutant larvae of the Queen when launching from a hatchery) and apply a Buff behaviour to prevent selection/targeting until impact. Swarm hosts actually use an automatic Train ability to spawn their stuff although a Modify Unit effect can make any created unit move to a rally point. The Silvan boss battle does use triggers to do the spawning.
9. First make sure you have the HOTS campaign mod loaded. Remember Zurvan was just called the Ancient One during development so try zMission_Zerus03_AncientOneNamed as a prefix. Most of the boss sounds begin with zMission_Zerus03_Zerus3Boss.
10.1. Make an auto cast Effect - Target ability or a weapon that uses an Issue Order effect to order the unit to use the Transport ability.
10.2. Under the Ability: Load Transport Effect field of the Transport ability use a Modify Unit effect that heals the caster.
10.3. Depends how many stat change brackets you want to have. Using pure data it would need several different Buff behaviours that modify the attack/defence that are enabled/disabled by numerous Unit Compare Vital validators. Using a trigger/data hybrid system you could just adjust the number of buff stacks using triggers.
11. Hunterlings are modified Raptor zerglings. They use an Augment ability that applies a Launch Missile effect to launch themselves. The mover used by the Launch missile effect determines how they move in the air. The Action actor used for the launch missile effect determines the visuals for the impact location.
12. Under the Spawn type behaviour used to create the larvae is a field called Behavior: Info Array - Requirements. These use requirements to determine the number spawned. You are best off giving each of those structures a different behaviour.
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4. Thats worked perfectly. One major step to balancing the game finally solved.
5. Continuing to study this map.
6. Well noted.
7. There is a Soul Hunter model from LOTV? If there is one I'd like to know where its located in the files. I typed in soul hunter in the models and found nothing else, but the current loaded custom models. Also. This has been solved now. I feel dumb for not realizing this sooner. Its no wonder that it was not able to turn.
8. I am going to study some tutorials on creating missile weapons and abilities then come back to this one.
9. I have the most recent version of the editor loaded with campaign units tagged in. What exactly is this HOTs campaign mod you speak of and where do I get it loaded? It looks like I don't have it loaded because when I search up the sounds you listed above, none of those show up.
10. I've made some progress on this and the ability is showing up in game like an autocast ability is working, but for some reason the "Digester" as I now call it still will not go up to enemies and use the ability. I am going to post pictures of everything that I have done so far.
The Ability in game. The Load part is supposed to be the ability.
This is a picture of the effect target ability created in table view.
This the location that I put the issue order effect. I was also careful to make sure only enemy and neutral could have this ability used on them.
This is what the issue order effect looks like and how I set it up.
This is the table view of the transport ability I used to consume the enemies. Its copied from the medivac with increased cargo size, and range added to it. I've also made sure it can be used on enemies and neutral. Still for some reason nothing happens. Cannot even manually activate the ability. Similarly I want to get Yagdra and some other enemies to be able to use some of their abilities by themselves. Once I learn to do this, then I can do it with the others.
10.2 Although not complete yet, I am fairly certain I understand this clearly now and will be able to do it once I can get the transport ability working properly.
10.3 I'll come back to this one once the more important things are done, although I am happy to know what unit compare visual validators do now and to have an idea where to start once I attempt this.
11. Coming back to this one once I better understand missiles and movers.
How to get other types of drones to rally to a specific point. I realize that this one might be ridiculously easy although I made a few attempts at correcting this and am left a bit confused. I tried to add primal drone and Amon drone to the worker rally combine validator. So far nothing seemed to have happened after I have done that. Maybe I did something wrong in the attempt.
1.2 Preventing someone from setting a rally point at a location that they can't see
Terrans in this mod are able to rally units by drop pod to certain locations, however I want to prevent them from being able to do this to places that they can't see otherwise it could prove to be very imbalanced.
2. Coming back to Terran Tech Labs
I know understand the part about adding the structure that the add-on is attached to under behavior. The part I am confused about though is what section in the behavior itself to find out what alters what the host structure can do. When I try to use the newly copied tech lab, it morphs the new barracks into a standard barracks with standard units.
3.(Old Issue Revisiting) Probes and Drones acting like scvs.
This is something I asked a while back, but decided I was going to come back to. It remains and important issue, but is probably very easy to solve.
With many newer structures and newer workers probes and drones in particular are acting like scvs. I wondered what would be the proper way to getting them work correctly?
4. Lastly for now. How to get Icons that show buttons properly.
These are some custom Icons that I made for Primal zerg, but they don't show up like the first 2 do, I was wondering what is needed to be done to fix this.
9. Under the file menu select Dependencies and press the Add Standard option. Add Liberty (Campaign), Swarm (Campaign) and Void (Campaign). These mods hold the various campaign models and sounds.
10.1. Make sure the Effect: Ability Command field of the Issue Order is set to the correct index for the command of the Transport ability.
1.1. Adding Unit Type validators should be the correct way.
1.2. The Ability: Info Set Validators field should be able to handle that using a Location Vision type validator.
2. That is because your copy has a morph ability that morphs into the standard variant. The behaviour applied to the host structure by addons can be anything you want it to be. The Buff type behaviour applied by the reactor uses the Behavior: Modification - Queue Size and Behavior: Modification - Queue Count fields to adjust the queues of the host while the buff applied by the tech lab is used for Requirements on the Train ability.
3. The Worker Maintained flag under the Stats: Flags field of the Build ability.
4. One cause could be the alpha needs to be set on the background parts of the icon .dds files.
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9. This information turned out to be absolutely invaluable. Unlocked a whole lot of new possibilities knowing this and I managed to find the files I was looking for.
10. For some reason it still is not working. I checked the index and it seems to be the correct one. Currently the index is set to zero, which should set up the load ability. I wonder if maybe I input something wrong or an effect is meant to be put elsewhere.
For right here. Was this the correct location to place the issue order effect?
1.1 Working on that in a bit shortly.
1.2. Sadly this did not work. Its exactly what I tried previously before asking this. I even tried setting up my own Location Vision Validator and setting the filatures to [Required(Visible)]. Thought it would be that simple really.
2. Looking into this further today. Well noted. I should have payed attention to that.
3. [Fixed] As suspected, it was just a simple issue. Just did not get around to it for a while.
4. That seems to be the likely cause. I don't remember adding alpha to the icons. I took screenshots of them in maps and went through the process of converting and resizing them all. How do I go about adding alpha to them properly?
For today there is mostly just a few new issues springing from older ones.
5.1 For the Digester, I decided to make things a bit more complicated, but might make for a much better unit. The Digester currently instead of instantly killing units inside it, slowly damages them. What I want to happen though is that every time a unit in a digester dies within it, then the digester gains a tiny percentage of that units max health applied to the digester. Not increasing the max health of the Digester, but just a small addition of healing basically.
5.2 Along with that I would also like the Digester to take a tiny bit of extra damage over time for each unit that it loads into it that is based on the amount of damage the unit itself does.
5.3 Another thing also is that it would be preferable if players can see the Ui of the Digester while also seeing the Cargo and the Cargo UI. Basically I would like them to be able to see health bars of the units inside the transport as well as shields. If possible, the Digester itself next to the Cargo UI.
5.4 One more thing is that it would be preferable to hear the death sounds of the units when they die in the transport. Right now its only working for some reason for marines that I am aware of. Others you can't hear a death sound when they die.
These are what I need some help in figuring out how to do. I already have the iterate transport effect that causes damage to units inside the transport working.
1.2. What about Unit Filters type validators using the Visible flag?
4. You are better asking in the artist tavern. I am clueless about such art stuff.
5.1. The first part can be done by using a periodic Iterate Transport effect or using the Ability: Load Cargo Behavior field to apply a buff that does periodic damage. For the second part use the Salvage flag of the Modify Unit effect and the Effect: Salvage Factor - Vitals field on unit death.
5.2. Could you please elaborate a bit more?
5.3. Sounds like a trigger/UI problem to me. Cannot help you with that one.
5.4. No idea off the top of my head why that is happening.
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Will get back to you about the others soon. Wanted to ask early about these 2 first:
5.1 Where exactly do I specify the effect so it happens on unit death? Of course also, then units need to heal the digester and not themselves.
5.2 This part I am going to come back to. I am not quite sure if I want to implement this aspect of it into the mod. Once I finish problem 5.1 I'll look into that one.
5.1. I would use a Buff applied to the units in the transport cargo using the Ability: Load Cargo Behavior field and have the effect as a damage response on death. The Modify Unit effect could be made to target the source under the Target: Impact Unit - Value field and just would need to heal the caster via the Target: Launch Unit - Value field.
I am still somewhat confused. Can I have some more elaboration on that? Is this an event that I need to set under the digester or units that enter it? This modify unit effect. I understand its purpose and how to make it, but where do I indicate the effect itself? Currently I have a behavior under the Ability: Load Cargo Behavior field which is causing damage over time to all units in the transport. My confusion mainly lies with where to indictate the effect for it to work.
EDIT: No worries! I figured it out. Thanks for the help. I'll be posting the others questions shortly once I get my plans for today worked out.
Under the Transport ability used by your digester. You use the ability to apply a Buff to units in the cargo of the ability. This buff as a damage response when fatal does the effect.
Use the Combat: Damage Response - Handled field for the effect of the damage response with the Combat: Damage Response - Fatal flag enabled
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In reply to DrSuperEvil:
1.1 I see you have a custom launch site actor. Make sure it is a Site type actor with the correct SOp (Attachment) SOp. Also make sure the Launch Force Site flag is enabled under the Actor: Action Flags field of the Action actor.
Just test the ability/weapon out and see if the missiles follow the ground completely or have any z component to their flight path (works best shooting down from a cliff).
The SOp (Random Point In Sphere) SOp would add random variation in the position of the launch site allowing it to look like missiles are launched from all over your flower and not just a single point.
3. No clue, never done model editing. Try asking in the Artist Tavern forum.
4. The actor is being created by the behaviour being on the unit. In the editor even innate behaviours are not factored in. You will need to test the map. You will find under hosting it does not use a specific unit but instead uses an alias (probably _Selectable). Also check the Actor: Filter fields are set correctly.
5. https://www.sc2mapster.com/forums/development/data/228011-solved-enforcing-maximum-number-of-a-building
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In reply to DrSuperEvil:
1. If the force field is a Model type attachment just disable the Actor: Add To Proximity System field on the actor. Also the Allow Hit Test flag under the Art: Model Flags field.
2. How you asked was slightly confusing. So you want that the base unit to have a positive energy regen that when it hits a certain threshold it automatically morphs? While when it is in the other form it morphs back at 0 energy? Both can be achieved using a Morph ability with the Automatic flag and Unit Compare Vital validators.
3.1. You want what? So the player builds this virophage unit but if it is killed it is reborn as something else?
3.2. Probably easier to have the legs as the main unit and the virophage as the attachment.
4. Just use a Power Source/Power User behaviour pair like protoss structures.
5.1. The co-op commanders mod is notorious for screwing up data and trigger modifications. So in the morphed form you have added the weapon and made sure the weapon itself has not funny flags that hide it requiring the UI: Equipment Array fields under the Units data type?
5.2. What the error says would have been helpful.
6. Make the period less frequent and make the Damage effect deal low damage but have bonus damage vs the attributes of stuff you want it to do high damage against.
7. Just get the unit to emit a slow aura. On the Buff behaviour applied to the units the Movement: Modification - Movement Field Multiplier field is what you want.
8. Look for a .m3a format file used under the Models data type for the original.
9. GL stands for Global Loop so use the Stand (Global Loop) one.
10. Go to the Ability: Abilities - Ability field of the unit and remove the offending ability.
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In reply to DrSuperEvil:
Answering a few of these now. Will get back to you about the rest tomorrow.
2. Exactly what you said. I want it to restore energy while its in its burrow morph and lose energy while unburrowed. I'll examine this solution you have given me.
3. Well noted. I will just have a further look at the Co-op commanders mod to see how they did it with other buildings.
5.1
Good to know. I may find it easier just to start the whole thing from scratch. Well see.
5.2
It just simply shows "Error" at the side of the screen. Nothing else specific and it does not fire the weapon. I know this can't be much more helpful either. I'll look further into it for possible issues.
EDIT:
3.1 My Apologies. I was not specific enough here. I am going to get back to this one tomorrow with you as well since I want to make absolutely sure I know what I want it to do. Crossed between just making it cause default damage like bile launcher or making it slowly take over a unit that it attacks to transfer ownership to the player that owns the virophage.
Ownership changing is best done with buffs since the Modify Unit effect has some issues with units trained from the converted unit.
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1. Wonderful. This fixed a whole bunch of issues that I was having with model additions.
6. [Resolved]
7. [Resolved] I see the problem was that I was not being careful which location I input the data into. That is why it did not work in the first place.
8. Can I have some more elaboration on this one. How specifically do I look for m3a files?
9. Sadly this did not work even though after doing exactly what you said GL stand showed as the animation stage. It must have something to do with the model itself then.
10. I need to be more specific here. What I actually was asking was how would sets it up so that the Greater Nydus Worm cannot be attacked while burrowing in like regular nydus worms can't be these days. Its not a specific type of ability that I am looking to remove.
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A few other questions:
1. Coming back to number 3 at the start of this page when you gave me that advice about textures as follows:
"With textures find the texture of the model you want to alter using the Cutscenes Editor under the Show Model Data option and then go to the Textures data type, click the File field and then the Browse button. Find the texture and then Right Click it and select the Export File option. Use software like Aorta to convert it into a more convenient file format and then use something like Gimp to modify it before converting it back into .dds format. Import the modified textures using the Import Manager (F9) of the editor, save, close and reopen the editor and reload your map. You can then use the Texture Select By ID method to swap the textures on the model."
I am finding myself a bit confused. Similar to the M3a question there is a lot of parts I am unfamiliar with in the Cutscene editor. Where exactly is the show model data option?
2. I've decided that for now I just want to keep things simple with the Virophage. I have to remember that I have very limited time free time left to work on the bulk of this mod as I please so I would just like it to cause a steady stream of damage. Maybe in the future when I have more time I'll look into having it infest units.
3. Next question I had is about portraits. How does one get a portrait to talk when say someone triggers a sound_yes for example(assuming it has the animations)? I have some sounds inputed for new units and have been trying to get their portraits to talk along with each sound, but I am not quite sure how.
4. After copying a bunch of protoss buildings for use as Tal'darim buildings, some of them don't have sounds. I wondered exactly it is that causes the sounds of the birth and construction and how to input them properly. This might be ridiculously easy. Since I have so little time left to work on this project, any time saved though is a great help.
EDIT:
I found the model data section for the part about textures. Question I have though is about the types of textures. What do diffuse, specular and emissive mean? Which are important and how are they used?
8. In the cutscenes editor under the Files tab (near the upper left of the screen) use .m3a for the search. Add them to the Animations: Animations (Optional) field.
9. So you tried applying an animation bracket where for all options you had Stand (Global Loop) as the only entry?
10. Add a Buff behaviour that adds invulnerability while it is using the Train/Build ability?
1. Open the model in the cutscenes editor. If you followed my instructions setting wise where should be a box with a play button on it. When the model is opened there should be a red and blue line able to play the animation. To the Left there should be a green symbol of a circle with an arch beneath for the model. Right click and select Show Model Data or hit Shift + D.
Under that window there is a folder called materials. Model depending there will be sub folders but those are the ones of interest for textures used by the model.
2. Simple? So a simple low period splash weapon?
3. Look at the Viking actor for how to set up the events. Else make the Unit actor use a custom Portrait type actor with the correct events based on signals.
4. A lot of the Model type actors used for constructions produce their own Sound actors and rely on the events to include certain units.
Bonus round. Diffuse is the colours you see on the unit, Specular is how light reflects off the textures (think solid gold baby), Emissive is the parts of the texture that emit a light like a team colour or the glowing bits on various protoss structures and finally you get the Normal texture which is the fine texture detail (like the cross on the medic shield not being flat).
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In reply to DrSuperEvil:
9. The one between Death (Global Loop) and Glow?
1. Open the model in the cutscenes editor then while the model is selected open the .m3a file to look at those animations (should appear nested under the model in the lower left window). Alternatively just create an Actor Creation event and play a specific animation variation on a loop and test the map.
2. Some models use model events under the Models data type to create the sounds directly like the Leviathan Death or the New Folsom sirens.
3. Under the Behavior: Added On Units - Unit field you need to set the structures it is built next to. You also need to make sure it has a placement footprint that includes the footprint of any structures it is added onto. The Behavior: Added On Units - Behavior field is used to apply a Buff behaviour to the host structure that the Requirements of the structure Train abilities then use to do stuff. Else you can do like the reactor and get the buff to do modifications directly
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In reply to DrSuperEvil:
How you applying that global loop animation. Check it is not being overridden by some other actor event playing the other stand animation.
4. Add a Unit Type validator to the Damage effect. Worst case add a Create Persistent effect to act as a delay to allow morphing to finish.
5. Ill send you two of my old demo maps. Further info on the fields needed for Buff behaviours to convert units can be found here: https://sc2mapster.gamepedia.com/Data/Behaviors/Buff . The Modify Unit effect has the Owner flag under the Effect: Modification Flags field and the Effect: Transfer Unit - Value field for determining which player to transfer ownership of the target unit to.
6. The nuke countdown and impact actors are probably linked to a Create Persistent effect while the rest either would need the infested structures and units to have morph abilities that automatically happen when a buff applied by the ability is on the unit which also swaps the owner or use triggers to swap them out for stuff owned by the player.
7. So why not the soul hunter model from LOTV? Under the Units data type the Turnable flag in the Unit: Flags field enabled? Immortals and the colossus have that flag disabled so their legs always face the same direction and use a turret to make the tops follow the direction of movement.
8. Most such spawn abilities use a Launch Missile effect that launches the spawned unit from the correct location (like the mutant larvae of the Queen when launching from a hatchery) and apply a Buff behaviour to prevent selection/targeting until impact. Swarm hosts actually use an automatic Train ability to spawn their stuff although a Modify Unit effect can make any created unit move to a rally point. The Silvan boss battle does use triggers to do the spawning.
9. First make sure you have the HOTS campaign mod loaded. Remember Zurvan was just called the Ancient One during development so try zMission_Zerus03_AncientOneNamed as a prefix. Most of the boss sounds begin with zMission_Zerus03_Zerus3Boss.
10.1. Make an auto cast Effect - Target ability or a weapon that uses an Issue Order effect to order the unit to use the Transport ability.
10.2. Under the Ability: Load Transport Effect field of the Transport ability use a Modify Unit effect that heals the caster.
10.3. Depends how many stat change brackets you want to have. Using pure data it would need several different Buff behaviours that modify the attack/defence that are enabled/disabled by numerous Unit Compare Vital validators. Using a trigger/data hybrid system you could just adjust the number of buff stacks using triggers.
11. Hunterlings are modified Raptor zerglings. They use an Augment ability that applies a Launch Missile effect to launch themselves. The mover used by the Launch missile effect determines how they move in the air. The Action actor used for the launch missile effect determines the visuals for the impact location.
12. Under the Spawn type behaviour used to create the larvae is a field called Behavior: Info Array - Requirements. These use requirements to determine the number spawned. You are best off giving each of those structures a different behaviour.
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In reply to DrSuperEvil:
9. Under the file menu select Dependencies and press the Add Standard option. Add Liberty (Campaign), Swarm (Campaign) and Void (Campaign). These mods hold the various campaign models and sounds.
10.1. Make sure the Effect: Ability Command field of the Issue Order is set to the correct index for the command of the Transport ability.
1.1. Adding Unit Type validators should be the correct way.
1.2. The Ability: Info Set Validators field should be able to handle that using a Location Vision type validator.
2. That is because your copy has a morph ability that morphs into the standard variant. The behaviour applied to the host structure by addons can be anything you want it to be. The Buff type behaviour applied by the reactor uses the Behavior: Modification - Queue Size and Behavior: Modification - Queue Count fields to adjust the queues of the host while the buff applied by the tech lab is used for Requirements on the Train ability.
3. The Worker Maintained flag under the Stats: Flags field of the Build ability.
4. One cause could be the alpha needs to be set on the background parts of the icon .dds files.
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9. This information turned out to be absolutely invaluable. Unlocked a whole lot of new possibilities knowing this and I managed to find the files I was looking for.
10. For some reason it still is not working. I checked the index and it seems to be the correct one. Currently the index is set to zero, which should set up the load ability. I wonder if maybe I input something wrong or an effect is meant to be put elsewhere.
For right here. Was this the correct location to place the issue order effect?
1.1 Working on that in a bit shortly.
1.2. Sadly this did not work. Its exactly what I tried previously before asking this. I even tried setting up my own Location Vision Validator and setting the filatures to [Required(Visible)]. Thought it would be that simple really.
2. Looking into this further today. Well noted. I should have payed attention to that.
3. [Fixed] As suspected, it was just a simple issue. Just did not get around to it for a while.
4. That seems to be the likely cause. I don't remember adding alpha to the icons. I took screenshots of them in maps and went through the process of converting and resizing them all. How do I go about adding alpha to them properly?
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For today there is mostly just a few new issues springing from older ones.
5.1 For the Digester, I decided to make things a bit more complicated, but might make for a much better unit. The Digester currently instead of instantly killing units inside it, slowly damages them. What I want to happen though is that every time a unit in a digester dies within it, then the digester gains a tiny percentage of that units max health applied to the digester. Not increasing the max health of the Digester, but just a small addition of healing basically.
5.2 Along with that I would also like the Digester to take a tiny bit of extra damage over time for each unit that it loads into it that is based on the amount of damage the unit itself does.
5.3 Another thing also is that it would be preferable if players can see the Ui of the Digester while also seeing the Cargo and the Cargo UI. Basically I would like them to be able to see health bars of the units inside the transport as well as shields. If possible, the Digester itself next to the Cargo UI.
5.4 One more thing is that it would be preferable to hear the death sounds of the units when they die in the transport. Right now its only working for some reason for marines that I am aware of. Others you can't hear a death sound when they die.
These are what I need some help in figuring out how to do. I already have the iterate transport effect that causes damage to units inside the transport working.
10. Try 1 for the Load Target button.
1.2. What about Unit Filters type validators using the Visible flag?
4. You are better asking in the artist tavern. I am clueless about such art stuff.
5.1. The first part can be done by using a periodic Iterate Transport effect or using the Ability: Load Cargo Behavior field to apply a buff that does periodic damage. For the second part use the Salvage flag of the Modify Unit effect and the Effect: Salvage Factor - Vitals field on unit death.
5.2. Could you please elaborate a bit more?
5.3. Sounds like a trigger/UI problem to me. Cannot help you with that one.
5.4. No idea off the top of my head why that is happening.
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Will get back to you about the others soon. Wanted to ask early about these 2 first:
5.1 Where exactly do I specify the effect so it happens on unit death? Of course also, then units need to heal the digester and not themselves.
5.2 This part I am going to come back to. I am not quite sure if I want to implement this aspect of it into the mod. Once I finish problem 5.1 I'll look into that one.
5.1. I would use a Buff applied to the units in the transport cargo using the Ability: Load Cargo Behavior field and have the effect as a damage response on death. The Modify Unit effect could be made to target the source under the Target: Impact Unit - Value field and just would need to heal the caster via the Target: Launch Unit - Value field.
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In reply to DrSuperEvil:
Under the Transport ability used by your digester. You use the ability to apply a Buff to units in the cargo of the ability. This buff as a damage response when fatal does the effect.
Use the Combat: Damage Response - Handled field for the effect of the damage response with the Combat: Damage Response - Fatal flag enabled
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