My mod uses Siege Breakers instead of Siege Tanks, and I'm trying to add the Covert Ops stuff, that means I need to add the Siege Tank's Jump Jets ability to the Siege Breaker.
So far everything is going well, the Breakers jump and the animation works well... Until it hits the end. The tank remains on the Jump animation, and doesn't activate the JumpEnd animation, despite the fact I have a MotionPhaseStart event that's supposed to start it. The whole sequence for the animation is the exact same as the Siege Tank's, so this shouldn't be happening.
Here's the Siege Tank finishing the animation:
Here's the Siege Breaker not finishing it, notice the jets at the bottom even though the tank hit the ground already.
To show that the events are all the same, here's a screenshot of both tanks' actors:
If anyone could help me out here, I'd be very grateful. I can't really afford getting rid of the Siege Breakers, so I either have to fix this, or live with the bugged animation... And the latter isn't really an option.
Apologies for the very late reply. Well, the only Mover I'm aware of is the one in the Movement tab for the unit itself, unless I'm missing another kind of Mover... Either way, both Tanks have it set as Ground:
Unless there's a Mover in the Actor itself, I'm not sure how this would fix it.
Well, I found the Launch Missile that actually has the Motion Phases, but it's associated to a Create Persistent that doesn't seem to be associated with just the regular Siege Tank... In fact the Siege Breaker has it in its own list of effects. The Launch Missile has a SiegeTankJumpJet(Unnamed) Mover, just like you said:
However, when I check the Mover, there's nothing that prevents the Siege Breaker from reaching MotionPhase 2.
Is your Siege Breaker actor a missile actor? That's the only thing that came to mind. I remember Covert Ops changed a few actors to missile actors in order to use the jump jet upgrade.
@DrSuperEvil: Go
The animation isn't playing at all, since the Siege Breaker lands while the jets are still on, and it just freezes until the time is up, so I'm betting it's not being detected at all.
@SoulFilcher: Go
Nope, my Siege Breaker is still an Unit, that might be why it isn't working... I'll try that.
EDIT: Actually... How am I going to do that? Do I have to set the actor all over again?
Yeah, it's done like this: "<CActorMissile id="SiegeTank" parent="GenericUnitMorph" unitName="SiegeTank">"
I actually tried it earlier, but I think I forgot to change the ID and unitName while pasting... And I forgot to change the close tag. Derp.
I tried it now, and after testing... IT WORKS! That was the answer!
EDIT: Now that this big problem is solved... I'm guessing I need to create another thread for another situation I need some advice on here? It's unrelated to the tank, and has to do with PDDs, instead.
There is another thing regarding the tank, actually, but this is minor compared to the animation bug. It's related to the landing sound that the tank makes. The regular tank does it, but the Breaker... Not at all. There's an actor for the Landing sound, but there doesn't seem to be any association with the Tank.
Found it, it was a line that was out of the order I was looking at, namely this: <On Terms="UnitHeightUpdate.*.Land" Send="Create SiegeTank_Land"/>
After copying and pasting that onto the Siege Breaker, on both modes, the sound now works perfectly! Plus I found out how to make the Siege Morph sound with Smart Servos play correctly on the Breaker as well!
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My mod uses Siege Breakers instead of Siege Tanks, and I'm trying to add the Covert Ops stuff, that means I need to add the Siege Tank's Jump Jets ability to the Siege Breaker.
So far everything is going well, the Breakers jump and the animation works well... Until it hits the end. The tank remains on the Jump animation, and doesn't activate the JumpEnd animation, despite the fact I have a MotionPhaseStart event that's supposed to start it. The whole sequence for the animation is the exact same as the Siege Tank's, so this shouldn't be happening.
Here's the Siege Tank finishing the animation:
Here's the Siege Breaker not finishing it, notice the jets at the bottom even though the tank hit the ground already.
To show that the events are all the same, here's a screenshot of both tanks' actors:
If anyone could help me out here, I'd be very grateful. I can't really afford getting rid of the Siege Breakers, so I either have to fix this, or live with the bugged animation... And the latter isn't really an option.
Lets see your Mover. You need a two motion phase mover with the second starting just before landing.
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
Apologies for the very late reply. Well, the only Mover I'm aware of is the one in the Movement tab for the unit itself, unless I'm missing another kind of Mover... Either way, both Tanks have it set as Ground:
Unless there's a Mover in the Actor itself, I'm not sure how this would fix it.
The Jump behaviour uses movers to jump. Unless you are using a Launch Missile effect to make them jump?
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
Well, I found the Launch Missile that actually has the Motion Phases, but it's associated to a Create Persistent that doesn't seem to be associated with just the regular Siege Tank... In fact the Siege Breaker has it in its own list of effects. The Launch Missile has a SiegeTankJumpJet(Unnamed) Mover, just like you said:
However, when I check the Mover, there's nothing that prevents the Siege Breaker from reaching MotionPhase 2.
Am I missing something, perhaps?
Try replacing your play animation action with a set tint color action just to check if it is detecting the event correctly.
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
Is your Siege Breaker actor a missile actor? That's the only thing that came to mind. I remember Covert Ops changed a few actors to missile actors in order to use the jump jet upgrade.
@DrSuperEvil: Go The animation isn't playing at all, since the Siege Breaker lands while the jets are still on, and it just freezes until the time is up, so I'm betting it's not being detected at all.
@SoulFilcher: Go Nope, my Siege Breaker is still an Unit, that might be why it isn't working... I'll try that.
EDIT: Actually... How am I going to do that? Do I have to set the actor all over again?
@Latias4Ever: Go No, just change the actor type to missile.
@SoulFilcher: Go
It's... Not letting me. I swear, I've been able to change some insane stuff in this mod, but can't even change an Actor type.
@Latias4Ever: Go Do it through XML mode. Check the covert ops tank to see how it is done and copy to your siege breaker entry.
@SoulFilcher: Go
Yeah, it's done like this: "<CActorMissile id="SiegeTank" parent="GenericUnitMorph" unitName="SiegeTank">"
I actually tried it earlier, but I think I forgot to change the ID and unitName while pasting... And I forgot to change the close tag. Derp.
I tried it now, and after testing... IT WORKS! That was the answer!
EDIT: Now that this big problem is solved... I'm guessing I need to create another thread for another situation I need some advice on here? It's unrelated to the tank, and has to do with PDDs, instead.
@Latias4Ever: Go Most people don't create a new thread to be honest, but yeah, you should.
@SoulFilcher: Go
Understood, I'll do that.
There is another thing regarding the tank, actually, but this is minor compared to the animation bug. It's related to the landing sound that the tank makes. The regular tank does it, but the Breaker... Not at all. There's an actor for the Landing sound, but there doesn't seem to be any association with the Tank.
The landing sound is probably part of the Action actor.
Come to think of it maybe just use an Effect event that on your Launch Missile effect impacting you play the 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
@DrSuperEvil: Go
Found it, it was a line that was out of the order I was looking at, namely this: <On Terms="UnitHeightUpdate.*.Land" Send="Create SiegeTank_Land"/>
After copying and pasting that onto the Siege Breaker, on both modes, the sound now works perfectly! Plus I found out how to make the Siege Morph sound with Smart Servos play correctly on the Breaker as well!