Hello! I created a new unit, adjusted its animation and building model. But his bar during construction remained too low. This is due to the fact that due to the animation of the construction of the unit, it is first "underground", and only then in the last stages of construction it rises up, and its bar rises with it. However, for example, at the barracks, the bar is immediately located in the right place. How can it be done the same way?
- A Unit is a sheet of gameplay info, unrelated to what you try to do.
- A Unit has to be linked to exactly 1 Actor of type "Unit".
- That "Unit" Actor links 3 models :
* Model (Build Model uses the same model),
* Death model (used in field "Death Array +" or "Death Customs +"),
* Placement model.
> What you may know :
- The building model is a different Actor (of type "Model"). Ex : BarracksBuild (see attached picture 1 : highlighted yellow text)
- Attached picture 1 : Block [A] : Events related to "flying" variation of the Barracks (which uses the same "Unit" Actor)
- Attached picture 1 : Block [B] : Events related to "Morph" Ability when the Barracks lifts off.
- Attached picture 1 : Block [C] : Events related to "Morph" Ability when the Barracks lands.
- Attached picture 1 : Block [D] : Extra events to do when the Barracks lands. It will destroy foliage and create its splat (see "Splat" Actor).
> How I usually do :
- Duplication of the Barracks (CTRL + U) : Select the Unit, the "Unit" Actor and all 3 models described above.
- Look for the "Model" Actor responsible to the build process called "BarracksBuild".
- Duplication of the Actor "BarracksBuild" + the Model "BarracksBuild" (yes, it's the same ID).
- Replace or correct Events in the "Unit" Actor : "BarracksBuild" -> "MyBarracksBuild".
Bravo, you successfully duplicated your building !
> To go further :
- You can see that "BarracksBuild" creates a "Progress" Actor named "Terran Construction Attached".
- The Actor "Terran Construction Attached" is responsible to the animation of the Model (not the Actor) "BarracksBuild".
- The stages are managed by the Ability which call a "Build" order (thus, "Build" Abilities).
- Pay attention to animations names (also called animation properties). The construction model uses the property "Birth" whereas the building model uses the property "Build". That's why you can see in Stages the property "Birth" which means it controls the construction model and the property "Build" in events which means it controls the building model.
- Mystery to me : I don't know how the game controls the building model animation and when you copy as I do, it never transfers the animation properties from the construction model to the building model. So, I do something like attached picture 2 (change the source name to yours).
- Careful to aliases "_TerranBuildModel" and "_TerranBuildModelSmall" !
- Sounds are detached to their own "Sound" Actors called "Terran Construction Sound".
If you still get issues because you want to customize, write here !
Have a nice day !
ATTACHMENTS
SC2_Data_BuildingBuild_ActorEvents
SC2_Data_BuildingBuild_ActorEvents_Animation
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Hello! I created a new unit, adjusted its animation and building model. But his bar during construction remained too low. This is due to the fact that due to the animation of the construction of the unit, it is first "underground", and only then in the last stages of construction it rises up, and its bar rises with it. However, for example, at the barracks, the bar is immediately located in the right place. How can it be done the same way?
Hello,
I suppose you made something wrong.
Let's take the Barracks as example.
> What you must know :
- A Unit is a sheet of gameplay info, unrelated to what you try to do.
- A Unit has to be linked to exactly 1 Actor of type "Unit".
- That "Unit" Actor links 3 models :
* Model (Build Model uses the same model),
* Death model (used in field "Death Array +" or "Death Customs +"),
* Placement model.
> What you may know :
- The building model is a different Actor (of type "Model"). Ex : BarracksBuild (see attached picture 1 : highlighted yellow text)
- Attached picture 1 : Block [A] : Events related to "flying" variation of the Barracks (which uses the same "Unit" Actor)
- Attached picture 1 : Block [B] : Events related to "Morph" Ability when the Barracks lifts off.
- Attached picture 1 : Block [C] : Events related to "Morph" Ability when the Barracks lands.
- Attached picture 1 : Block [D] : Extra events to do when the Barracks lands. It will destroy foliage and create its splat (see "Splat" Actor).
> How I usually do :
- Duplication of the Barracks (CTRL + U) : Select the Unit, the "Unit" Actor and all 3 models described above.
- Look for the "Model" Actor responsible to the build process called "BarracksBuild".
- Duplication of the Actor "BarracksBuild" + the Model "BarracksBuild" (yes, it's the same ID).
- Replace or correct Events in the "Unit" Actor : "BarracksBuild" -> "MyBarracksBuild".
Bravo, you successfully duplicated your building !
> To go further :
- You can see that "BarracksBuild" creates a "Progress" Actor named "Terran Construction Attached".
- The Actor "Terran Construction Attached" is responsible to the animation of the Model (not the Actor) "BarracksBuild".
- The stages are managed by the Ability which call a "Build" order (thus, "Build" Abilities).
- Pay attention to animations names (also called animation properties). The construction model uses the property "Birth" whereas the building model uses the property "Build". That's why you can see in Stages the property "Birth" which means it controls the construction model and the property "Build" in events which means it controls the building model.
- Mystery to me : I don't know how the game controls the building model animation and when you copy as I do, it never transfers the animation properties from the construction model to the building model. So, I do something like attached picture 2 (change the source name to yours).
- Careful to aliases "_TerranBuildModel" and "_TerranBuildModelSmall" !
- Sounds are detached to their own "Sound" Actors called "Terran Construction Sound".
If you still get issues because you want to customize, write here !
Have a nice day !