Well sir, I am stuck on creating this very same effect but you are even a step ahead of me, I have created a Zergling that can move while burrowed, now all I need is an animation for his movements while burrowed but I can't make sense of how to backwards engineer the infestors animation. At a complete road block, if you have the heart to give me a brief how-to I'd appreciate it.
How do you order AI units to move while burrowed? I created roaches and ordered them to burrow then move to a point but they unburrowed and walked there. I also created burrowed roaches and ordered them to move to a point, again, they unburrow first and walk to said point.
Forgive me if I am mistaken but the roach specifically has an upgrade called tunneling claws ( or something to that extend as part of the base game for upgrades) at least that's what it looks like in the editor. ( this probably auto adds the move button to the command card .. sorry, it's really late here so I am half asleep. as for me adding a movement command for my zergling I just gave it movement attributes and added move and stop to the command card with a couple tweaks to smooth out some bugs.
Good luck to ya. still stuck on attaching an animation myself.
On Unit stat page,
Roach unburrowed unit has movement and uses ground mover.
Roach burrowed has no movement and uses the burrowed mover.
On Abilities Page,
the burrow/unburrow causes a morph between phases.
Found it.
The movement of a burrowed roach has to do with the Upgrade Effect, Tunneling Claws.
Click on the Unit stat page, click Roach, and scroll down the Object Explorer on the bottom left until you find the Roach - Tunneling Claws upgrade. click it, and on the right you'll see Upgrade - Effects+. It adds a Unit - Roach (Burrowed): Speed -> Operation: Add, Value: 1.4
This is what makes a roach move underground.
Original post seems to figured out their issue. :)
Not really having an issue with making the ability work, just attaching an animation, the roach and infestor have an animation already attached to the model .. and this actor business is a hard one to grasp for me, like I know I am on the verge of a breakthrough but I only get to work on my map for about an hour at a time and it's not enough as I keep forgetting what I was in the middle of... I am trying to look at the original posters actor edits and I think I am missing a few puzzle pieces he doesn't have listed there like a "behavior" or an "effect".
if your making a new unit that burrows and moves underground i would suggest creating a new actor based off of the roach(burrowed) actor
this should give you everything you need for the actor....
And it sounds like the roach upgrade just gives the roach(burrowed) "UnitType" an actual speed .......
You can do this through triggers by set catalog field value ..... for Unit ."NewUnderGroundUnit" fieldname "Speed" set = 1.4
the move command card will not show unless the unit has a speed > 0 ......... check the button requirements for the ability and command card buttons for more specifics
Well sir, I am stuck on creating this very same effect but you are even a step ahead of me, I have created a Zergling that can move while burrowed, now all I need is an animation for his movements while burrowed but I can't make sense of how to backwards engineer the infestors animation. At a complete road block, if you have the heart to give me a brief how-to I'd appreciate it.
How did you get them to move? I've been able to get them to accept the command without any error and it draws the path for them to move, but they just sit there. Can you post what things you had to change? What I've done is to include the zergling (or whatever unit) as part of the units affected by the Tunneling Claws upgrade and copied the mover data from the roach. I tried adding the move button with the ability but that won't show up for some reason either. What attributes do you have to modify for the zergling to actually move?
Ok, I must be missing something or am really noob. Basically I want to create 5 burrowed roaches at a region for the AI, I want to then order them to move to a given point. I have a trigger once the roach enter a region to unburrow command.
I am still having issues making the roaches move underground. I used the disable tech tree requirements for player 14(the computer controlled player). I even manually added a movement speed to the roach[burrowed] unit. Still they unburrow before moving. What am I missing?
I modified the "unit" Zergling(burrowed):
Added ability: Move
Added ability: Stop
Added Command card button: Move
Added Command card button: Stop
Added Stats: Movement Deceleration 95
( the rest I actually created a research upgrade to allow burrowed movement but if you want this standard you can continue to edit the unit)
Movement Speed 1
Movement acceleration 1
I will be taking a fresh look at the roach actor again now however my problem is that the "Model" for the roach or infestor has a sub catagory for "burrowed walk" and I assume in order to make reference to this I wont be able to copy those actors, unless I can either A: get some sort of direction in how to add this sub category for the zergling model and then copy the roach info or B: take the Model for "Medium unburrow" and make it chain and repeat itself while zergling is moving. I have been trying to figure this out using both those methods.
@Suterus 1337
Not sure how to adjust the AI move but did you try making sure that the AI roaches have learned tunneling claws, without the AI knowing that tech I assume it is impossible for them to move without unburrowing (Only thing that I can think of off the top of my head, Sorry if that sounds like a no-brainer.)
I have taken another look at the roach and it is making a heavy use of Event macro's which right now.. all the clicking around is making my brain melt tracing where what uses what .. there is no actor Roach(burrowed) the roach actor is fit onto both units. .. for something so simple this is kind of a headache.. I'd seriously prefer at this point to create a "buff" that just adds the animation in a loop, sounds like that system is a bit more intuitive. Anyway enough venting Gonna chack out this actor macro : Zerg Burrow Mobile Anim Macro and zerg medium burrow effects
I have taken another look at he roach, tried copying and modifying with three different methods and the best I have so far is a zergling moving on top of the ground while burrowed.. Again I think this is because the zergling lacks a model for Burrowed Move looks like I am just going to have to create a unique burrow ability that connects the looping of the small burrow up FX and try to have the effect only run while moving ( and figure out how to make it invisible if you are not a detector, but I am in over my head at this point, I need to take a few days away from this .. I have had nightmares about actor events for a couple days now.
ok well if the model is the problem why not create an event that makes it morph into a modified roach model, one that is similar in size to the zergling? all you are going to see is the top of it anyways. it should happen so fast that you wont notice it unless it changes to the roach and then plays the roach's burrow effect animation. but that should work right?
So reviving this topic (hopefully). Has anyone been able to get their unit which they made capable of moving while burrowed to have the movement animation?
I think it has something to do with the actor's macro command "Zerg Burrow Mobile Anim Macro" because when I use this in place of the standard anim macro the zergling looks like it is popped above ground even though it still acts burrowed. any idea how to modify these macros or make it work for other burrowed units?
Roach burrow movement ability for lurkers took me here, It's all in the movement tab. copy everything over from the roaches (burrowed) unit to the Lurkers (burrowed) unit movement tab and you should be good to go.
I also added the abilities from roach to lurker.. from burrowed roach to burrowed lurker... Hope that helps!
What am I missing here? When a burrowed unit moves, the BurrowMoveEffect actor does not play on the unit.
Edit: Nevermind, kept thinking something was wrong in events; didn't realize the actor is microscopically invisible in size until scaled up.
@Thalassicus: Go
Well sir, I am stuck on creating this very same effect but you are even a step ahead of me, I have created a Zergling that can move while burrowed, now all I need is an animation for his movements while burrowed but I can't make sense of how to backwards engineer the infestors animation. At a complete road block, if you have the heart to give me a brief how-to I'd appreciate it.
How do you order AI units to move while burrowed? I created roaches and ordered them to burrow then move to a point but they unburrowed and walked there. I also created burrowed roaches and ordered them to move to a point, again, they unburrow first and walk to said point.
@Suterusu1337: Go
I believe the Burrowed version of the unit needs
move ability
move command button
speed values
@Suterusu1337: Go
Forgive me if I am mistaken but the roach specifically has an upgrade called tunneling claws ( or something to that extend as part of the base game for upgrades) at least that's what it looks like in the editor. ( this probably auto adds the move button to the command card .. sorry, it's really late here so I am half asleep. as for me adding a movement command for my zergling I just gave it movement attributes and added move and stop to the command card with a couple tweaks to smooth out some bugs.
Good luck to ya. still stuck on attaching an animation myself.
@ Quakemaker:
Taking a peek for you guys.
On Unit stat page,
Roach unburrowed unit has movement and uses ground mover.
Roach burrowed has no movement and uses the burrowed mover.
On Abilities Page,
the burrow/unburrow causes a morph between phases.
Found it.
The movement of a burrowed roach has to do with the Upgrade Effect, Tunneling Claws.
Click on the Unit stat page, click Roach, and scroll down the Object Explorer on the bottom left until you find the Roach - Tunneling Claws upgrade. click it, and on the right you'll see Upgrade - Effects+. It adds a Unit - Roach (Burrowed): Speed -> Operation: Add, Value: 1.4
This is what makes a roach move underground.
Original post seems to figured out their issue. :)
@Xackery: Go
Not really having an issue with making the ability work, just attaching an animation, the roach and infestor have an animation already attached to the model .. and this actor business is a hard one to grasp for me, like I know I am on the verge of a breakthrough but I only get to work on my map for about an hour at a time and it's not enough as I keep forgetting what I was in the middle of... I am trying to look at the original posters actor edits and I think I am missing a few puzzle pieces he doesn't have listed there like a "behavior" or an "effect".
if your making a new unit that burrows and moves underground i would suggest creating a new actor based off of the roach(burrowed) actor
this should give you everything you need for the actor....
And it sounds like the roach upgrade just gives the roach(burrowed) "UnitType" an actual speed .......
You can do this through triggers by set catalog field value ..... for Unit ."NewUnderGroundUnit" fieldname "Speed" set = 1.4
the move command card will not show unless the unit has a speed > 0 ......... check the button requirements for the ability and command card buttons for more specifics
How did you get them to move? I've been able to get them to accept the command without any error and it draws the path for them to move, but they just sit there. Can you post what things you had to change? What I've done is to include the zergling (or whatever unit) as part of the units affected by the Tunneling Claws upgrade and copied the mover data from the roach. I tried adding the move button with the ability but that won't show up for some reason either. What attributes do you have to modify for the zergling to actually move?
Ok, I must be missing something or am really noob. Basically I want to create 5 burrowed roaches at a region for the AI, I want to then order them to move to a given point. I have a trigger once the roach enter a region to unburrow command.
I am still having issues making the roaches move underground. I used the disable tech tree requirements for player 14(the computer controlled player). I even manually added a movement speed to the roach[burrowed] unit. Still they unburrow before moving. What am I missing?
@InfestMe: Go
I modified the "unit" Zergling(burrowed): Added ability: Move Added ability: Stop Added Command card button: Move Added Command card button: Stop Added Stats: Movement Deceleration 95 ( the rest I actually created a research upgrade to allow burrowed movement but if you want this standard you can continue to edit the unit) Movement Speed 1 Movement acceleration 1
I will be taking a fresh look at the roach actor again now however my problem is that the "Model" for the roach or infestor has a sub catagory for "burrowed walk" and I assume in order to make reference to this I wont be able to copy those actors, unless I can either A: get some sort of direction in how to add this sub category for the zergling model and then copy the roach info or B: take the Model for "Medium unburrow" and make it chain and repeat itself while zergling is moving. I have been trying to figure this out using both those methods.
@Suterus 1337 Not sure how to adjust the AI move but did you try making sure that the AI roaches have learned tunneling claws, without the AI knowing that tech I assume it is impossible for them to move without unburrowing (Only thing that I can think of off the top of my head, Sorry if that sounds like a no-brainer.)
@SouLCarveRR: Go
I have taken another look at the roach and it is making a heavy use of Event macro's which right now.. all the clicking around is making my brain melt tracing where what uses what .. there is no actor Roach(burrowed) the roach actor is fit onto both units. .. for something so simple this is kind of a headache.. I'd seriously prefer at this point to create a "buff" that just adds the animation in a loop, sounds like that system is a bit more intuitive. Anyway enough venting Gonna chack out this actor macro : Zerg Burrow Mobile Anim Macro and zerg medium burrow effects
@Quakemaker: Go
I have taken another look at he roach, tried copying and modifying with three different methods and the best I have so far is a zergling moving on top of the ground while burrowed.. Again I think this is because the zergling lacks a model for Burrowed Move looks like I am just going to have to create a unique burrow ability that connects the looping of the small burrow up FX and try to have the effect only run while moving ( and figure out how to make it invisible if you are not a detector, but I am in over my head at this point, I need to take a few days away from this .. I have had nightmares about actor events for a couple days now.
ok well if the model is the problem why not create an event that makes it morph into a modified roach model, one that is similar in size to the zergling? all you are going to see is the top of it anyways. it should happen so fast that you wont notice it unless it changes to the roach and then plays the roach's burrow effect animation. but that should work right?
So reviving this topic (hopefully). Has anyone been able to get their unit which they made capable of moving while burrowed to have the movement animation?
I think it has something to do with the actor's macro command "Zerg Burrow Mobile Anim Macro" because when I use this in place of the standard anim macro the zergling looks like it is popped above ground even though it still acts burrowed. any idea how to modify these macros or make it work for other burrowed units?
Roach burrow movement ability for lurkers took me here, It's all in the movement tab. copy everything over from the roaches (burrowed) unit to the Lurkers (burrowed) unit movement tab and you should be good to go. I also added the abilities from roach to lurker.. from burrowed roach to burrowed lurker... Hope that helps!
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