Hi I'm editing terran, my favorite race for fun. And then I found Nova interesting from Nova Black(or was it covert whatever) Ops campaign.
Before going into the problem I have some questions. There are two nova units. One is Nova(Hero) and the other one is Nova(AC Hero). while AC Hero had animations in cutscene editor Hero model did not. But very oddly both units worked perfectly fine in game.
Enough with the silly talk, here's the first problem.
She used a very complex actor for each weapon and abilities. And I focused on the Monomolecular Blade. It had several attack motions for a single weapon unlike other units.
And they were randomly executed one by one when ever she attacked. But there were no specific actor events for those multiple animation. I'd like to know how to edit that because there's a 'double attack' animation among those and I want to remove that.
The second problem is about Science vessel's Irradiate actor.
I replaced it's model to psionic storm. But since then whenever I cast Irradiate to an ally, some invisible select zone is created as if ally's selection radius got larger. Actually I don't exactly know this bug had too before I replaced it. Just to keep it mind.
Under the Models data type there is the Animation: Animations (Required) field. This is used to add .m3a format files to expand the number of animations a model has. To look at animations in the cutscene editor open the model without animations and then left click the model in the lower left window and then open the .m3a file. You will find a lot of units especially zerg have .m3a file addons for animations.
Like with all variations when it comes to animations if you just were to specify Attack C without a specific number the actor would randomly use a variation (like the random stand variations). To remove playing a specific animation you would need to use Pass Chance terms to randomise a status number that is then used for Is Status terms linked to copies of the event that plays the Attack C animation which use specified variations except the one you do not want. This also means you cannot use an animation bracket and need to play the animation individually on each attack.
Some models have hit boxes while others do not. Under the Art: Model Flags field is the Allow Hit Test flag. See if turning that off stops your selection problem.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
To remove playing a specific animation you would need to use Pass Chance terms to randomize a status number that is then used for Is Status terms linked to copies of the event that plays the Attack C animation which use specified variations except the one you do not want. This also means you cannot use an animation bracket and need to play the animation individually on each attack.
I lack a good understanding of this part.
Could you give a example?
Also I can't find a way to open cutscene editor without animations
The Allow Hit Test flag is present in all actors under the Art: Model Flags field.
Effect.effectofweapon.Start=>PassChance x%>Status Set 1
Effect.effectofweapon.Start=>PassChance x%>Status Set 2
Effect.effectofweapon.Start=>PassChance x%>Status Set 3
Effect.effectofweapon.Start=>PassChance x%>Status Set 4
Weapon.blah.Preswing Between Attacks Start=>isStatus 1>Animation Play Attack, C, Variation 01
Weapon.blah.Preswing Between Attacks Start=>isStatus 2>Animation Play Attack, C, Variation 02
Weapon.blah.Preswing Between Attacks Start=>isStatus 3>Animation Play Attack, C, Variation 04
Weapon.blah.Preswing Between Attacks Start=>isStatus 4>Animation Play Attack, C, Variation 05
The .m3a files are in the upper left window but you need to select the place where your arrow is before opening it so that the file is applied to the right model.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
The weapon start even is on or off and not each time the weapon fires while effect would not give enough time for the animation to play before the damage point.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hi I'm editing terran, my favorite race for fun. And then I found Nova interesting from Nova Black(or was it covert whatever) Ops campaign.
Before going into the problem I have some questions. There are two nova units. One is Nova(Hero) and the other one is Nova(AC Hero). while AC Hero had animations in cutscene editor Hero model did not. But very oddly both units worked perfectly fine in game.
Nova (AC Hero): https://imgur.com/W5Eg051
Nova (Hero): https://imgur.com/1mjWWCF
You don't really need to answer but the more information the better.
-------------------------------------------------------------------------Unrelated Stuff------------------------------------------------------------------------------------------------------------
Enough with the silly talk, here's the first problem.
She used a very complex actor for each weapon and abilities. And I focused on the Monomolecular Blade. It had several attack motions for a single weapon unlike other units.
:https://imgur.com/dZ5pjlf
And they were randomly executed one by one when ever she attacked. But there were no specific actor events for those multiple animation. I'd like to know how to edit that because there's a 'double attack' animation among those and I want to remove that.
The second problem is about Science vessel's Irradiate actor.
I replaced it's model to psionic storm. But since then whenever I cast Irradiate to an ally, some invisible select zone is created as if ally's selection radius got larger. Actually I don't exactly know this bug had too before I replaced it. Just to keep it mind.
Here's the model field : https://imgur.com/GjeLbrg
I was just thinking about disabling irradiate cast to allies but casting to my own unit is quite a strong strategy often so...
Under the Models data type there is the Animation: Animations (Required) field. This is used to add .m3a format files to expand the number of animations a model has. To look at animations in the cutscene editor open the model without animations and then left click the model in the lower left window and then open the .m3a file. You will find a lot of units especially zerg have .m3a file addons for animations.
Like with all variations when it comes to animations if you just were to specify Attack C without a specific number the actor would randomly use a variation (like the random stand variations). To remove playing a specific animation you would need to use Pass Chance terms to randomise a status number that is then used for Is Status terms linked to copies of the event that plays the Attack C animation which use specified variations except the one you do not want. This also means you cannot use an animation bracket and need to play the animation individually on each attack.
Some models have hit boxes while others do not. Under the Art: Model Flags field is the Allow Hit Test flag. See if turning that off stops your selection problem.
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:
The Allow Hit Test flag is present in all actors under the Art: Model Flags field.
Effect.effectofweapon.Start=>PassChance x%>Status Set 1
Effect.effectofweapon.Start=>PassChance x%>Status Set 2
Effect.effectofweapon.Start=>PassChance x%>Status Set 3
Effect.effectofweapon.Start=>PassChance x%>Status Set 4
Weapon.blah.Preswing Between Attacks Start=>isStatus 1>Animation Play Attack, C, Variation 01
Weapon.blah.Preswing Between Attacks Start=>isStatus 2>Animation Play Attack, C, Variation 02
Weapon.blah.Preswing Between Attacks Start=>isStatus 3>Animation Play Attack, C, Variation 04
Weapon.blah.Preswing Between Attacks Start=>isStatus 4>Animation Play Attack, C, Variation 05
The .m3a files are in the upper left window but you need to select the place where your arrow is before opening it so that the file is applied to the right model.
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:
The weapon start even is on or off and not each time the weapon fires while effect would not give enough time for the animation to play before the damage point.
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:
For the status you need to give them all the same sub name.
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: