One question: How can I turn this into a levelable ability for a hero, i e the uberlisk starts as a normal ultralisk and then gains the spine crawlers one by one as the player levels a passive ability which grants them?
By creating a system of buffs and validators. You'd start with all weapons disabled and with one behavior and validator per tentacle. Each validator would check for the unit's passive level. When it passes, it would enable the associated buff which enables the associated weapon. You would tie the tentacle's actor creation to the buff's activation. Rinse repeat for each tentacle.
I tried to subtitute the spine crawlers of the Uberlisk to spore crawlers.
It seems to work but the spore crawler missile doesn't show up. Other
proble that I've noticed is that the spore crawlers only attack when the
uberlisk is still.
Spore crawlers are different from tentacles in that you don't need half of the things in this tutorial. If you followed it exactly, chances are you have invisible missiles being shot from the spore crawler. This is the source of your problem.
All you need to do is attach the spore crawlers and then create launch Site Actors. You don't need return movers or signals because they aren't tentacles.
Also, it sounds like you don't have move while firing enabled on your weapons.
1. Is it possible to use the Leviathan tentacle model instead of the
Spine Crawler?
2. I'm having an issues where I'm trying to stick a tentacle to a
Baneling (trust me, it's friggin adorable) but the Baneling is just
flying at his target and dieing as though it were the missile. I'm
positive he's not using a Baneling explode-related ability or something
because a) it's playing the spine crawler launch sound and b) I put the
weapon object on a Colossus and it did the same thing, lol, and c) after
removing the weapon object from the Baneling, he quit flying at his
targets. Any ideas?
1) Yes, very much so. I will be updating this tutorial to reflect that and other changes from recent patches.
2) Depending on how you set this up, your baneling could actually be attached to the invisible missile which IS being launched while something in your signals or Hosted Attachments + isn't correctly setup. This is causing the banelings to "shoot" themselves despite your tentacle just wiggling.
Hmm. I'd like to create a unit ability - basically a tentacle that grabs
a target unit and never lets go. The target is immobilized until the
caster is killed.
Refer to the Infestor's Neural Parasite. This is almost exactly the same thing. The only difference being the target is mind controlled until the Infestor is killed.
whenever I try to insert my Uberlisk into a map, the editor crashes. I have tried new maps with
no luck. Anyone know what would be causing an editor crash with the unit?
This typically happens when some part of the Uberlisk is setup incorrectly. Unfortunately, I can't tell you what this issue is because sometimes it's only crashing because your GFX card can't handle the results of the bug or your CPU was forced to do an infinite loop it couldn't handle or it's just one of those fields that causes crashes. You're going to have to comb through everything to find the problem.
With the suggested items checked while duplicating the Ultralisk unit,
the Ultralisk model and Head Attack Damage Effect did not copy and do
not exist on the Uberlisk unit. What could cause them not to copy & how
can I add these?
Under Missile Actors, you suggested to open Events + and add event
UnitBirth.ImpalerTentacleL1, but it is already there, so I take it I
don't need to add it again, correct? You also said to add
MotionPhaseStart - Motion Phase (Term), but in MotionPhaseStart, there
is no option that even resembles "Motion Phase (Term)".
I continued with the rest of the tutorial, and the Uberlisk and
tentacles are attacking, but the graphics don't show them attacking.
The duplication process has been altered through patches. I will be updating the tutorial to reflect this.
For the events, you are correct, but I mention everything you need regardless because I expect everyone to delete all events before creating the ones on the list. Motion Phase (Term) refers to the Term (different from an Event) called Motion Phase. You create these separately.
For the lack of animations check Hosted Animations +.
Unfortunately, now the game is crashing as soon as
the Uberlisk starts attacking enemy units. This is strange because that
wasn't happening before, and the art is the only thing I changed. I also
noticed (now that the art is correct) that the spine crawlers are off
center. All 6 of them are on the right side of the Uberlisk's head,
rather than 3 on the left and 3 on the right. They are in the correct
"V" formation, but slanted off to one side.
For crashing, this is either a problem with your weapon's search area launching missiles at everything (including other missiles) to create an infinite loop or a problem in one of the actor fields. You will need to check both.
I don't know why the tentacles would suddenly be offset. You might need to adjust their SOps to compensate for this.
...
I'm also having the problem of Tentacles. They're attached
correctly, they deal damage correctly, but they don't stretch and I
don't know why. My Baneling also doesn't produce any sound, from both
the tentacles' attacks and from death.
Not stretching is usually a problem with Hosted Attachments +
For sounds, that depends on whether or not the baneling was created from scratch. If so, you need to pick the sounds you want to occur and either create actors and events for them or attach them to the unit actor.
...
Ok this works fine, the high templar sitting on the ultralisk and I am
able to use abilities and weapons of the high templar.
First: I want the ultralisk to move (=play it's walk animation) when the
high templar moves. But the ultralisk-model actor doesn't seem to react
to the actor event "UnitMovementUpdate.*.Walk. If I use another random
-test event it correctly plays the animation.
Second: I want the ultralisk to play it's attack animation when my unit
uses the ultralisk's weapon (this weapon should be added by the
behavior)
Third: Right now, the local offset is attached to the high templar's
origin point and then locally offset. This results in a high templar not
moving at all when the huge ultrallisk's shakes and runs. :D The problem
is that I can't simply use another attachement point which moves with
the unit and offset from this point, because this will be the
attachement points from the templar. The result is a weird looking
ultralisk and a normal moving high templar.
Is there any way to "switch the roles" and make the high templar the one
that gets offset from an attachement point of the ultralisk?
If I understand what you're wanting to do, you're going to want to change to a morphs setup otherwise you're going to require a lot of complex signals and such or possibly triggers.
The easiest way to accomplish this is to have the "mount" ability trigger 2 things. A morph and a buff. The buff will identify the unit that is mounting and the morph will change the unit into the Ultralisk. Once morphed into an Ultralisk, you can tie events to create attachments of each of the units corresponding to the buff the unit currently has. This will allow you trigger animations normally because the Ultralisk IS the unit. Then you can tie the animations to abilities cast by the morphed unit (for the attached High Templar and such)
My only two issues now, are that the spines just wiggle rather than
strike when they attack, and that I cant figure out how to rotate the
spines.
Wiggling is usually a problem with Hosted Attachments +
As for rotating them, you'll need to create a Site Operation (Explicit Rotation) for each one that will be changed. This is covered towards the beginning of the tutorial.
And because I will be showing STEP BY STEP how to make an uberlisk for tonight's DATA MONDAY, starting at 7:00 GMT - 5. Some things have changes since this tutorial was posted, but I will cover those. Expect some simple site operations first, for example a zergling riding an overlord before we get into the overlord. This is some fairly complex stuff, but I feel it will really help a lot of you with your maps!
How do you alter the pitch, yaw, and position facing for units attached to other units using this method. I am trying to attach Leviathan tentacles to the back of an Hydralisk yet I am having trouble attaching the tentacles in a position where it would look more natural.
Or in other words how would you apply "Explicit (Static) Rotation" to this tutorial... Also in the editor the leviathan tentacle reduces to the scale I set it however in game it is its original size. Also when I change the scale or try anything to alter the leviathan tentacle the tentacle reverts to its normal scale until I alter the base units scale. @_@ then it goes back to the scale I set for it. Seriously blizzard should have made attaching units to other units easier since they were bragging about being able to do so before its release. :O
How do you alter the pitch, yaw, and position facing for units attached to other units using this method.I am trying to attach Leviathan tentacles to the back of an Hydralisk yet I am having trouble attaching the tentacles in a position where it would look more natural.
Or in other words how would you apply "Explicit (Static) Rotation" to this tutorial... Also in the editor the leviathan tentacle reduces to the scale I set it however in game it is its original size. Also when I change the scale or try anything to alter the leviathan tentacle the tentacle reverts to its normal scale until I alter the base units scale. @_@ then it goes back to the scale I set for it. Seriously blizzard should have made attaching units to other units easier since they were bragging about being able to do so before its release. :O
You can adjust Pitch/Yaw/Roll with Explicit and Variance SOps. Forward and Up Vector SOps also do this but are limited to facing and axis of rotation respectively. To attach an Explicit Rotation SOp simply make it with the desired facing/axis adjustments and add it to the Host - Site Operations field for the attached tentacle. You would need to make sure "Local" is enabled and that it is lower on the list than the SOpAttach[whatever].
There are multiple fields on an actor that cause it to inherit properties from its host. Play with the Scale and Model Scale flags on the attached actor near the bottom of the fields under Inherited Properties and Accepted Properties.
Ok I have been working on a marauder with a ghost academy on its back acting like a missile launcher, however i cant get the missiles to launch from the ghost academy, they always shoot from the default marauder weapon. I have made a site actor and set the host as the academy and attached it to the centre. I used this in the attack attack launch site but still nothing changes. am i missing something?? if you need the map just ask and il send it to you.
Got the missiles to work =D now i am faced with a new problem.. I want to use launch assets to make a flash effect at the weapon but it seems the site actor does not effect this. Which field do i have to change in order for it to occur where i want it. i have tried launch site ops and that didnt work either
All you are doing is creating an actor at the origin point of the launch missile effect, correct? (AKA the ghost academy). Simply have the "flash" animation play at the ghost academy when you need it to. At this point you are using site ops on an attachment, which is a little bit different. Make sure that you have the host set to the correct alias or reference, and then you are good to go.
thanks a bunch for these tutorials. especially the begginers'. Guys like you and onetwo sc and helral should get free t-shirts from blizz or at least a pizza hut coupon or something...
This thing seems good but it entireley stops working here
Create a new weapon named Impaler Tentacle L1
set Effect to Imapler Tentacle L1 (Missile)
set Arc to 360
Becuase in the effects it says
Effect-Marker+ and there is no option to select the missile one and ive changed views and thats the only effect spot i can find. Theres no way to finish or complete this so its useless.
So what would cause for effects to not show in field options for other effects? When going to select the value for Effect: Impact Effect within Impaler Tentacle L1 (Missile), I see no option for Impaler Tentacle L1 (Damage). I had this problem with another tutorial as well, where Site Operation (Local Offset) effects I created, were not selectable in the fields where other Local Offset effects could be chosen. I see Immortal - Phase Disruptors (Damage) and then Infested Marine - Infested Gauss Rifle (Damage), and Impaler Tentacle L1 (Damage) should be right inbetween them.
I have followed the tutorial verbatim. My map is like any map loaded with default dependencies. When creating effects, I only change what is suppose to be changed. Is this some sort of bug or am I not configuring the map the way I should be? It's kind of frustrating to not be able to finish a tutorial, let alone know that my own custom creations will be thwarted by this problem.
So what would cause for effects to not show in field options for other effects? When going to select the value for Effect: Impact Effect within Impaler Tentacle L1 (Missile), I see no option for Impaler Tentacle L1 (Damage). I had this problem with another tutorial as well, where Site Operation (Local Offset) effects I created, were not selectable in the fields where other Local Offset effects could be chosen. I see Immortal - Phase Disruptors (Damage) and then Infested Marine - Infested Gauss Rifle (Damage), and Impaler Tentacle L1 (Damage) should be right inbetween them.
I have followed the tutorial verbatim. My map is like any map loaded with default dependencies. When creating effects, I only change what is suppose to be changed. Is this some sort of bug or am I not configuring the map the way I should be? It's kind of frustrating to not be able to finish a tutorial, let alone know that my own custom creations will be thwarted by this problem.
Do you have all 5 buttons enabled at the top of your editor?
Hey I was just wondering, say I tilted the the uberlisk unit, or make it roll etc2 via programmer's method (the one with the Rollcopter and Drunken Marauders). Would the tentacles bend/tilt/roll with the unit?
Could try it myself, but I havent got the time. >.<
Thanks! Amazing tutorial btw. Its been a great help for people who are new to the whole site-actoring data like me.
Yes, the Rocker functions like any other SOp in that attachments will roll with it. The only time the attachments wouldn't follow is if you didn't allow them to through the Hold Position/Rotation check boxes.
Yes, the Rocker functions like any other SOp in that attachments will roll with it. The only time the attachments wouldn't follow is if you didn't allow them to through the Hold Position/Rotation check boxes.
alrightt. thanks! I'll try it as soon as i get in touch with the editor =D
Aaaw maaan. == i cant believe i actully did all of this and then after that. see you have download link..
By creating a system of buffs and validators. You'd start with all weapons disabled and with one behavior and validator per tentacle. Each validator would check for the unit's passive level. When it passes, it would enable the associated buff which enables the associated weapon. You would tie the tentacle's actor creation to the buff's activation. Rinse repeat for each tentacle.
Spore crawlers are different from tentacles in that you don't need half of the things in this tutorial. If you followed it exactly, chances are you have invisible missiles being shot from the spore crawler. This is the source of your problem.
All you need to do is attach the spore crawlers and then create launch Site Actors. You don't need return movers or signals because they aren't tentacles.
Also, it sounds like you don't have move while firing enabled on your weapons.
1) Yes, very much so. I will be updating this tutorial to reflect that and other changes from recent patches.
2) Depending on how you set this up, your baneling could actually be attached to the invisible missile which IS being launched while something in your signals or Hosted Attachments + isn't correctly setup. This is causing the banelings to "shoot" themselves despite your tentacle just wiggling.
Refer to the Infestor's Neural Parasite. This is almost exactly the same thing. The only difference being the target is mind controlled until the Infestor is killed.
This typically happens when some part of the Uberlisk is setup incorrectly. Unfortunately, I can't tell you what this issue is because sometimes it's only crashing because your GFX card can't handle the results of the bug or your CPU was forced to do an infinite loop it couldn't handle or it's just one of those fields that causes crashes. You're going to have to comb through everything to find the problem.
The duplication process has been altered through patches. I will be updating the tutorial to reflect this.
For the events, you are correct, but I mention everything you need regardless because I expect everyone to delete all events before creating the ones on the list. Motion Phase (Term) refers to the Term (different from an Event) called Motion Phase. You create these separately.
For the lack of animations check Hosted Animations +.
For crashing, this is either a problem with your weapon's search area launching missiles at everything (including other missiles) to create an infinite loop or a problem in one of the actor fields. You will need to check both.
I don't know why the tentacles would suddenly be offset. You might need to adjust their SOps to compensate for this.
Not stretching is usually a problem with Hosted Attachments +
For sounds, that depends on whether or not the baneling was created from scratch. If so, you need to pick the sounds you want to occur and either create actors and events for them or attach them to the unit actor.
If I understand what you're wanting to do, you're going to want to change to a morphs setup otherwise you're going to require a lot of complex signals and such or possibly triggers.
The easiest way to accomplish this is to have the "mount" ability trigger 2 things. A morph and a buff. The buff will identify the unit that is mounting and the morph will change the unit into the Ultralisk. Once morphed into an Ultralisk, you can tie events to create attachments of each of the units corresponding to the buff the unit currently has. This will allow you trigger animations normally because the Ultralisk IS the unit. Then you can tie the animations to abilities cast by the morphed unit (for the attached High Templar and such)
Wiggling is usually a problem with Hosted Attachments +
As for rotating them, you'll need to create a Site Operation (Explicit Rotation) for each one that will be changed. This is covered towards the beginning of the tutorial.
Bumping this. Why? BECAUSE IT IS AWESOME!!
And because I will be showing STEP BY STEP how to make an uberlisk for tonight's DATA MONDAY, starting at 7:00 GMT - 5. Some things have changes since this tutorial was posted, but I will cover those. Expect some simple site operations first, for example a zergling riding an overlord before we get into the overlord. This is some fairly complex stuff, but I feel it will really help a lot of you with your maps!
TUNE IN, BIT... ehh hemmm... VERY NICE PEOPLE!!!
Great to be back and part of the community again!
How do you alter the pitch, yaw, and position facing for units attached to other units using this method. I am trying to attach Leviathan tentacles to the back of an Hydralisk yet I am having trouble attaching the tentacles in a position where it would look more natural.
Or in other words how would you apply "Explicit (Static) Rotation" to this tutorial... Also in the editor the leviathan tentacle reduces to the scale I set it however in game it is its original size. Also when I change the scale or try anything to alter the leviathan tentacle the tentacle reverts to its normal scale until I alter the base units scale. @_@ then it goes back to the scale I set for it. Seriously blizzard should have made attaching units to other units easier since they were bragging about being able to do so before its release. :O
You can adjust Pitch/Yaw/Roll with Explicit and Variance SOps. Forward and Up Vector SOps also do this but are limited to facing and axis of rotation respectively. To attach an Explicit Rotation SOp simply make it with the desired facing/axis adjustments and add it to the Host - Site Operations field for the attached tentacle. You would need to make sure "Local" is enabled and that it is lower on the list than the SOpAttach[whatever].
There are multiple fields on an actor that cause it to inherit properties from its host. Play with the Scale and Model Scale flags on the attached actor near the bottom of the fields under Inherited Properties and Accepted Properties.
I advise against variance SOps since those choose a random angle between the set value and 0,0,0.
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
Ok I have been working on a marauder with a ghost academy on its back acting like a missile launcher, however i cant get the missiles to launch from the ghost academy, they always shoot from the default marauder weapon. I have made a site actor and set the host as the academy and attached it to the centre. I used this in the attack attack launch site but still nothing changes. am i missing something?? if you need the map just ask and il send it to you.
Thanks
Got the missiles to work =D now i am faced with a new problem.. I want to use launch assets to make a flash effect at the weapon but it seems the site actor does not effect this. Which field do i have to change in order for it to occur where i want it. i have tried launch site ops and that didnt work either
@TheTAZsc: Go
All you are doing is creating an actor at the origin point of the launch missile effect, correct? (AKA the ghost academy). Simply have the "flash" animation play at the ghost academy when you need it to. At this point you are using site ops on an attachment, which is a little bit different. Make sure that you have the host set to the correct alias or reference, and then you are good to go.
Great to be back and part of the community again!
Can't find AMFilterWeapon in Host Attachments +http://img87.imageshack.us/img87/3351/1111qw.png--
edit: jk, it was listed as just filter weapon, but fleshes out as AMFilterWeapon
@ProzaicMuze: Go
thanks a bunch for these tutorials. especially the begginers'. Guys like you and onetwo sc and helral should get free t-shirts from blizz or at least a pizza hut coupon or something...
This thing seems good but it entireley stops working here Create a new weapon named Impaler Tentacle L1
set Effect to Imapler Tentacle L1 (Missile) set Arc to 360 Becuase in the effects it says Effect-Marker+ and there is no option to select the missile one and ive changed views and thats the only effect spot i can find. Theres no way to finish or complete this so its useless.
You need to have all 5 buttons enabled on the right half of the editor. If you only see one Effect - [Blah] Field then you don't have all 5 enabled.
So what would cause for effects to not show in field options for other effects? When going to select the value for Effect: Impact Effect within Impaler Tentacle L1 (Missile), I see no option for Impaler Tentacle L1 (Damage). I had this problem with another tutorial as well, where Site Operation (Local Offset) effects I created, were not selectable in the fields where other Local Offset effects could be chosen. I see Immortal - Phase Disruptors (Damage) and then Infested Marine - Infested Gauss Rifle (Damage), and Impaler Tentacle L1 (Damage) should be right inbetween them.
I have followed the tutorial verbatim. My map is like any map loaded with default dependencies. When creating effects, I only change what is suppose to be changed. Is this some sort of bug or am I not configuring the map the way I should be? It's kind of frustrating to not be able to finish a tutorial, let alone know that my own custom creations will be thwarted by this problem.
Do you have all 5 buttons enabled at the top of your editor?
Hey I was just wondering, say I tilted the the uberlisk unit, or make it roll etc2 via programmer's method (the one with the Rollcopter and Drunken Marauders). Would the tentacles bend/tilt/roll with the unit?
Could try it myself, but I havent got the time. >.<
Thanks! Amazing tutorial btw. Its been a great help for people who are new to the whole site-actoring data like me.
Yes, the Rocker functions like any other SOp in that attachments will roll with it. The only time the attachments wouldn't follow is if you didn't allow them to through the Hold Position/Rotation check boxes.
alrightt. thanks! I'll try it as soon as i get in touch with the editor =D
I dont see the tentacles. I do damage with them but i dont see them I did everything like it was in the tutorial. Pls help
lol I need a bit more to work with than that.
Can you not see them in general (not attached)?
OR
Are they disappearing when they attack?
OR
Are they attached, but tentacles don't launch for the attack?