"CActorAction[LeonAttack] Can only create one CActor Action per effect [PunisherGrenadesLM]"
"CActorAction[MarauderAttack] Data configuration error; ActionImpact message arrived before [58 c] CActorAction[MarauderAttack] commenced."
"CActorAction[MarauderAttack] Data configuration error; ActionImpactPhysics arrived before [58 c] CActorAction[MarauderAttack] commenced."
In-game, when the default marauder of the custom marauder Leon start attacking, It's just these errors over and over again with no sound and incorrect animations and launch points.
The entries are just default, so why does this error only occur when I create a new Attack Actor copied from the marauder attack actor and affect them both? If I delete the new attack actor then the default marauder (even though it has entries in both the missile and beam entries) starts working properly again.
I've also tried setting the art:beam to blank and creating a whole new missile for the custom attack actor but neither option has worked.
Apparently, if I don't make custom entries for the Slow Effect and the Damage AoE in the Custom Marauder Attack Set (they can all be copied and unchanged), then it will cause those errors. I thought that those entries would be irrelevant, but they're absolutely relevant and necessary to making the sounds work and the attacks work without throwing errors. I wish I could provide a screenshot.
EDIT: This also fixes the issue of the grenades being stuck to the ground and launching only from one side and not from between the unit's feet. I'll post an update if after I change the Actor events to refer to my custom weapon to say if it all works perfectly.
EDIT 2: The animations are a bit jerky. The custom marauder doesn't take the "prepared" stance like a normal marauder does and kind of only raises his left arm to shoot (even though the grenades are launching from the proper sides and alternating correctly).
EDIT 3: How could I fix the animation being a little awkward/stiff and it not doing the ready animation like the regular marauder?
So what Missile actor does the ammo unit for your Launch Missile effect use? if it is not the same as your Art: Missile field for your Action actor you need to change it.
In post 4 the events pic definitely shows a punisher grenades effect being linked to the creation of the actor. The sound is not working because the actor is not being created at all!
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Yes, I have changed that to refer to my custom launch missile effect. I have figured out the sound and missile launch problems (the problem lay with not creating a new unique entry for every single effect in the custom marauder's "set" in effects).
My issue now is, how do I make the animations work more like the regular marauder? In that the marauder kind of takes a ready stance and readies the next arm it's going to fire from? Because I've gone into the custom marauder's actor events and changed all references to "punisher grenades" to my custom launch missile effect (again, I'm sorry I can't provide a screenshot) but the most this does is have the custom marauder often firing off a shot but the wrong arm is prepared and the moment the missile is launched, it assumes its default standing position.
Are they the actor events that say "Effect.[Launch Missile].Start"? Because I have changed them to my custom launch missile effect. However, the animations play in a stilted manner that I described earlier.
This is odd... When copying the marauder actor, the "Abil.attack.Readystart" event doesn't show up on the new actor copying it. I have tried adding it manually but it seems to have no effect.
Also, apparently the Mengsk and Merc marauders don't have that event.
Use the cutscene editor to see what animations the model has and then you need to add actor events to play those animations when you want them to. As you said getting it looking perfect is time consuming.
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"CActorAction[LeonAttack] Can only create one CActor Action per effect [PunisherGrenadesLM]"
"CActorAction[MarauderAttack] Data configuration error; ActionImpact message arrived before [58 c] CActorAction[MarauderAttack] commenced."
"CActorAction[MarauderAttack] Data configuration error; ActionImpactPhysics arrived before [58 c] CActorAction[MarauderAttack] commenced."
In-game, when the default marauder of the custom marauder Leon start attacking, It's just these errors over and over again with no sound and incorrect animations and launch points.
Again this is typical of there being an entry in both the Art: Missile and Art: Beam fields.
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
The entries are just default, so why does this error only occur when I create a new Attack Actor copied from the marauder attack actor and affect them both? If I delete the new attack actor then the default marauder (even though it has entries in both the missile and beam entries) starts working properly again.
I've also tried setting the art:beam to blank and creating a whole new missile for the custom attack actor but neither option has worked.
I FIGURED OUT THE SOUND AND ERROR PROBLEMS
Apparently, if I don't make custom entries for the Slow Effect and the Damage AoE in the Custom Marauder Attack Set (they can all be copied and unchanged), then it will cause those errors. I thought that those entries would be irrelevant, but they're absolutely relevant and necessary to making the sounds work and the attacks work without throwing errors. I wish I could provide a screenshot.
EDIT: This also fixes the issue of the grenades being stuck to the ground and launching only from one side and not from between the unit's feet. I'll post an update if after I change the Actor events to refer to my custom weapon to say if it all works perfectly.
EDIT 2: The animations are a bit jerky. The custom marauder doesn't take the "prepared" stance like a normal marauder does and kind of only raises his left arm to shoot (even though the grenades are launching from the proper sides and alternating correctly).
EDIT 3: How could I fix the animation being a little awkward/stiff and it not doing the ready animation like the regular marauder?
So what Missile actor does the ammo unit for your Launch Missile effect use? if it is not the same as your Art: Missile field for your Action actor you need to change it.
In post 4 the events pic definitely shows a punisher grenades effect being linked to the creation of the actor. The sound is not working because the actor is not being created at all!
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
Yes, I have changed that to refer to my custom launch missile effect. I have figured out the sound and missile launch problems (the problem lay with not creating a new unique entry for every single effect in the custom marauder's "set" in effects).
My issue now is, how do I make the animations work more like the regular marauder? In that the marauder kind of takes a ready stance and readies the next arm it's going to fire from? Because I've gone into the custom marauder's actor events and changed all references to "punisher grenades" to my custom launch missile effect (again, I'm sorry I can't provide a screenshot) but the most this does is have the custom marauder often firing off a shot but the wrong arm is prepared and the moment the missile is launched, it assumes its default standing position.
Under the Unit actor is uses a Set Status actor event action and based on the current status it plays a different animation variation.
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
Are they the actor events that say "Effect.[Launch Missile].Start"? Because I have changed them to my custom launch missile effect. However, the animations play in a stilted manner that I described earlier.
The first Set Status action has what value?
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
You mean the event that says "ActorCreation" and below it says "StatusSet WeaponNext 0"?
Well the default marauder actor has only one ready animation and the left and right stuff only applies to the attack animation.
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
This is odd... When copying the marauder actor, the "Abil.attack.Readystart" event doesn't show up on the new actor copying it. I have tried adding it manually but it seems to have no effect.
Also, apparently the Mengsk and Merc marauders don't have that event.
I guess this is impossible to get perfect (unless someone wants to make a tutorial?).
Use the cutscene editor to see what animations the model has and then you need to add actor events to play those animations when you want them to. As you said getting it looking perfect is time consuming.
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