Need to add the stomp attack when attacking then it is ready for beta testing (needs debugging). Current issues relate to the slow pace causing issues moving over cliffs and the legs overlapping if suddenly ordered to change direction when turning as the legs lift off. Also the feet do not tip when standing over rough terrain so will need some brainstorming from peers.
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Hi, I know it has been awhile since anyone posted here but I has anyone tried this in HotS? The spinecrawlers no longer move with the uberlisk when playing an animation...they are stuck where they are when the uberlisk is in standing position.
That exact thing is happening to me. However they do update when certain Effects occur and when it is in walking state... any suggestions, anyone?
Otherwise it's fine. It appears that the actor "SOpAttachSpineL" does not dynamically update with the attachment points when in "Stand" state. When it is attacking with its melee attack that also counts as its "Stand" state.
Tried looking over my missiles.. effects.. units.. tokens. My tentacles are just throwing the default model sphere at things rather than stretching out. There's an error:
Scope[ImpalerTentacleL1, Unit] Unable to create unit actor. Creating fallback sphere unit.
If I change the ammo to something else, like the peanut, then it throws peanuts. No more error. Can't get them to stretch though. Any idea?
That is a common bug with copying tentacles. The Action type actor probably has an altered Art: Beam field value causing it to fail and default to the sphere. Make sure your tentacle Missile actors use the invisible model. If the missile actor is failing to be created then the Reference Set event action on actor creation that reattached the tentacle to the missile will also not be working.
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The beam was set to SpineL1Beam. I set them to blank for all the spines. Still no luck.
I double checked on the effect I have the ammo unit set to my Missile - Impaler Tentacle X unit (L1, L2, etc) and those units do exist.
In the Spine X Missile actors, I have the token - unit name set to Missile - Impaler Tentacle X, I checked that the model is set to invisible, and I have the refset event defined as such:
MotionPhaseStart
- Term: MotionPhase, Index: 0
- Msg Type: Reference Set
- - Target = ::Supporter
- - Reference Name = Custom (SpineL1Tentacle)
- - Reference Source = System (Self)
In the Spine Attack X I have Launch effect set to Impaler Tentacle X Missile and I set the beam to blank as you said. Launch site is my Spine X Site, which has the ActorCreation.SpineX - Create and ActorDestruction.SpineX - Destroy events and has Host+ set to SpineX and HostSiteOps+ set to SOpAttachHardPoint.
Can't think of anything else too relevant. Still getting the same unable to create unit actor errors and seeing spheres being tossed.
Pretty sure I did the supporter stuff right. Wasn't sure if the :: was necessary but tried with and without and it didn't make a difference.
The sphere doesn't move along the ground, it moves the same way the tip of the spine crawler would.. it launches itself directly at the target then follows an upward curve back into position.
The :: is in that that is used for system references. I meant have you set up what the supporter is under the hosting fields of the actor.
Ok that behaviour implies your Action actor is not to blame. Is the actual tentacle model appearing correctly? Double checked the model used by your Missile actor?
Edit: Look at the leviathan tentacles, they use the launch missile effect to find the supporter. It does not work if you just list the actor.
PS the uberlisk only used spinecrawlers because it was made during the beta before you had the leviathan tentacles or the HOTS ones.
So... what you are saying is that I must add a "Site Operation (Explicit Rotation)" actor... then what would I do with it? I am under the impression that you would add it to the "Host: Host Site Operations +" under each of "Spine L1", "Spine L2", etc., but when I do that, the editor renders the Spine Crawler models at 100% scale...
Yes. That is the one flaw in this tutorial, to turn stuff use explicit rotation SOps. Set the up vector to y -1, and z to 1 then set the forward vectors to the angle you want it to face (-ve y vector). if you want to tip them then alter the up vector as desired.
The 100% scale is caused by flags under the inherited properties fields of the Model actors you are using. Remove the Scale and Model Scale flags.
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I have looked into that, it did not resolve the issue with the Spine Crawlers not attaching to the Uberlisk's "back" (or "frill", if you will) while standing still or attacking with the Kaiser Blades replica weapon (not the crawlers). However, as I said earlier, they do dynamically update and move with the attachment points "Target 07" and "Target 08" as the Uberlisk walks. I strongly believe it is an issue with the "SOpAttachSpineL" and "SOpAttachSpineR" actors.
The Uberlisk's Spine Crawlers also only activate when "aggro-ed"; when I order it to attack, say, an ally, the Spine Crawlers to not attack and the Kaiser Blades replica weapon is the only weapon used. I'm not sure if this is a bug or intended. BTW I made the "Impaler Tentacle" weapons able to attack air as well as ground, and the Uberlisk can be attacked by air-only weapons (such as the Viking's AA missiles) much like a Colossus. The prime example of the Uberlisk not being able to engage valid foes (walk over to them or directly target them) with the Impaler Tentacle is seen when Vikings and Phoenixes attack the Uberlisk and the Uberlisk runs away, due to the longer range of the Viking and Phoenix, as opposed to waling over and beating the crap out of the aggressor with the Impaler Tentacles. Again, I am unsure if this is an issue or if I did something wrong (probably the latter).
My main concern is the attachment of the Spine Crawler actors to the Uberlisk actor in the Standing position, but I thought I'd ask about a few other things while I was at it.
I have provided a download for the map (as many already have) and I hope that if you have time to spare you (or someone else) can check out the problem and attempt/succeed to fix it or tell on this forum how future people may want to tackle the issue.
I added a couple of abilities and things (Swarm Frenzy, Spawn Slaughterlings, and Analeptic Overload), all of which are in beta stages, so if you do download the map you can test those out for yourself. I temporarily took off Spawn Slaughterlings from the Uberlisk because I accidentally messed up the Zergling spawn (that made no sense but you'll understand when you see it). A few minor comments regarding abilities:
-Slaughterlings do not spawn Zerglings constantly until death (at all; unintended)
-Impact of Impaler Tentacle causes timed-life Broodlings to spawn once per impact (intended, will replace with something cooler later)
-Swarm Frenzy drop pods do not disappear (I have tried fatal damage to kill the unit, actor does not disappear; will try "Destroy" in Events +)
-Swarm Frenzy drop pods do not get created offset as specified in the respective effect
-Analeptic Overload animation bugged due to accidental deletion of Uberlisk actor Event; Spines do not attach when "roaring" when the animation played
Sorry for the long post, I just wanted most of my concerns to be over and done with, I wasn't sure if I should post on a different topic for the abilities (probably should have). Anyway I hope things get fixed, or if anyone can diagnose the issue. Thank you!
Well, I successfully attached a marine model and it behaved as I want the Spine Crawlers to (with the only thing under "Host Site Operations +" being "SOpAttachSpineL/R"... however the Crawlers still do not function as planned...
Do you perhaps mean attach a [Marine] model via this method and then attach the Crawlers to the model instead of simply adding the model (I bet the answer is yes)?
Also, the AutoScan (aggro) and direct attacking worked by simply checking the "Can Initiate Attack" under the "(Basic) Weapon: Options" field per each "Impaler Tentacle" weapon, for anyone who would like it.
It is a know problem with some models that the attachment points do not update. As stated attach a model with the ability to update automatically like the marine and then attach your models to the origin of that using standard attachment SOp for doing so.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
BUT I did find out that the problem is actually in the Local Offsets... when I use only the Attachment Site Operations, anything updates correctly. But when I attached the marine models and gave them the Local Offsets, even they did not update. Hopefully that gets us somewhere.
Need to add the stomp attack when attacking then it is ready for beta testing (needs debugging). Current issues relate to the slow pace causing issues moving over cliffs and the legs overlapping if suddenly ordered to change direction when turning as the legs lift off. Also the feet do not tip when standing over rough terrain so will need some brainstorming from peers.
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
Hi, I know it has been awhile since anyone posted here but I has anyone tried this in HotS? The spinecrawlers no longer move with the uberlisk when playing an animation...they are stuck where they are when the uberlisk is in standing position.
@Knightmare2135: Go
That exact thing is happening to me. However they do update when certain Effects occur and when it is in walking state... any suggestions, anyone?
Otherwise it's fine. It appears that the actor "SOpAttachSpineL" does not dynamically update with the attachment points when in "Stand" state. When it is attacking with its melee attack that also counts as its "Stand" state.
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Use explicit and not variance rotation. Check the force soft attach flag.
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
Tried looking over my missiles.. effects.. units.. tokens. My tentacles are just throwing the default model sphere at things rather than stretching out. There's an error:
Scope[ImpalerTentacleL1, Unit] Unable to create unit actor. Creating fallback sphere unit.
If I change the ammo to something else, like the peanut, then it throws peanuts. No more error. Can't get them to stretch though. Any idea?
That is a common bug with copying tentacles. The Action type actor probably has an altered Art: Beam field value causing it to fail and default to the sphere. Make sure your tentacle Missile actors use the invisible model. If the missile actor is failing to be created then the Reference Set event action on actor creation that reattached the tentacle to the missile will also not be working.
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
The beam was set to SpineL1Beam. I set them to blank for all the spines. Still no luck.
I double checked on the effect I have the ammo unit set to my Missile - Impaler Tentacle X unit (L1, L2, etc) and those units do exist.
In the Spine X Missile actors, I have the token - unit name set to Missile - Impaler Tentacle X, I checked that the model is set to invisible, and I have the refset event defined as such:
MotionPhaseStart
- Term: MotionPhase, Index: 0
- Msg Type: Reference Set
- - Target = ::Supporter
- - Reference Name = Custom (SpineL1Tentacle)
- - Reference Source = System (Self)
In the Spine Attack X I have Launch effect set to Impaler Tentacle X Missile and I set the beam to blank as you said. Launch site is my Spine X Site, which has the ActorCreation.SpineX - Create and ActorDestruction.SpineX - Destroy events and has Host+ set to SpineX and HostSiteOps+ set to SOpAttachHardPoint.
Can't think of anything else too relevant. Still getting the same unable to create unit actor errors and seeing spheres being tossed.
Sure you set the supporter correctly and linked it to the right effects?
Is the sphere hugging the ground?
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
Pretty sure I did the supporter stuff right. Wasn't sure if the :: was necessary but tried with and without and it didn't make a difference.
The sphere doesn't move along the ground, it moves the same way the tip of the spine crawler would.. it launches itself directly at the target then follows an upward curve back into position.
The :: is in that that is used for system references. I meant have you set up what the supporter is under the hosting fields of the actor.
Ok that behaviour implies your Action actor is not to blame. Is the actual tentacle model appearing correctly? Double checked the model used by your Missile actor?
Edit: Look at the leviathan tentacles, they use the launch missile effect to find the supporter. It does not work if you just list the actor.
PS the uberlisk only used spinecrawlers because it was made during the beta before you had the leviathan tentacles or the HOTS ones.
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
I'm sorry for the late reply, and it might seem like a stupid question... but... where would one find the explicit/variance rotation field?
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Also thank you for the quick reply. I can provide a download if you wish.
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
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There are two kinds of SOp actors that turn actors. Variance turns it a random amount between two values while explicit turns it a precise amount.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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@DrSuperEvil: Go
So... what you are saying is that I must add a "Site Operation (Explicit Rotation)" actor... then what would I do with it? I am under the impression that you would add it to the "Host: Host Site Operations +" under each of "Spine L1", "Spine L2", etc., but when I do that, the editor renders the Spine Crawler models at 100% scale...
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
SC2Saver, a way to create saved games via trigger
Frustrated with the editor and would like answers in real time? Join the SC2Mapster Discord!
Yes. That is the one flaw in this tutorial, to turn stuff use explicit rotation SOps. Set the up vector to y -1, and z to 1 then set the forward vectors to the angle you want it to face (-ve y vector). if you want to tip them then alter the up vector as desired.
The 100% scale is caused by flags under the inherited properties fields of the Model actors you are using. Remove the Scale and Model Scale flags.
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
I have looked into that, it did not resolve the issue with the Spine Crawlers not attaching to the Uberlisk's "back" (or "frill", if you will) while standing still or attacking with the Kaiser Blades replica weapon (not the crawlers). However, as I said earlier, they do dynamically update and move with the attachment points "Target 07" and "Target 08" as the Uberlisk walks. I strongly believe it is an issue with the "SOpAttachSpineL" and "SOpAttachSpineR" actors.
The Uberlisk's Spine Crawlers also only activate when "aggro-ed"; when I order it to attack, say, an ally, the Spine Crawlers to not attack and the Kaiser Blades replica weapon is the only weapon used. I'm not sure if this is a bug or intended. BTW I made the "Impaler Tentacle" weapons able to attack air as well as ground, and the Uberlisk can be attacked by air-only weapons (such as the Viking's AA missiles) much like a Colossus. The prime example of the Uberlisk not being able to engage valid foes (walk over to them or directly target them) with the Impaler Tentacle is seen when Vikings and Phoenixes attack the Uberlisk and the Uberlisk runs away, due to the longer range of the Viking and Phoenix, as opposed to waling over and beating the crap out of the aggressor with the Impaler Tentacles. Again, I am unsure if this is an issue or if I did something wrong (probably the latter).
My main concern is the attachment of the Spine Crawler actors to the Uberlisk actor in the Standing position, but I thought I'd ask about a few other things while I was at it.
I have provided a download for the map (as many already have) and I hope that if you have time to spare you (or someone else) can check out the problem and attempt/succeed to fix it or tell on this forum how future people may want to tackle the issue.
I added a couple of abilities and things (Swarm Frenzy, Spawn Slaughterlings, and Analeptic Overload), all of which are in beta stages, so if you do download the map you can test those out for yourself. I temporarily took off Spawn Slaughterlings from the Uberlisk because I accidentally messed up the Zergling spawn (that made no sense but you'll understand when you see it). A few minor comments regarding abilities:
-Slaughterlings do not spawn Zerglings constantly until death (at all; unintended)
-Impact of Impaler Tentacle causes timed-life Broodlings to spawn once per impact (intended, will replace with something cooler later)
-Swarm Frenzy drop pods do not disappear (I have tried fatal damage to kill the unit, actor does not disappear; will try "Destroy" in Events +)
-Swarm Frenzy drop pods do not get created offset as specified in the respective effect
-Analeptic Overload animation bugged due to accidental deletion of Uberlisk actor Event; Spines do not attach when "roaring" when the animation played
Sorry for the long post, I just wanted most of my concerns to be over and done with, I wasn't sure if I should post on a different topic for the abilities (probably should have). Anyway I hope things get fixed, or if anyone can diagnose the issue. Thank you!
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
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Disable soft attach and try attaching a marine model between the point and your crawlers.
Your tentacle issue sounds like an acquisition range problem and that of target filters.
Sure you have the right SOp before the offset on the frenzy.
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
Well, I successfully attached a marine model and it behaved as I want the Spine Crawlers to (with the only thing under "Host Site Operations +" being "SOpAttachSpineL/R"... however the Crawlers still do not function as planned...
Do you perhaps mean attach a [Marine] model via this method and then attach the Crawlers to the model instead of simply adding the model (I bet the answer is yes)?
Also, the AutoScan (aggro) and direct attacking worked by simply checking the "Can Initiate Attack" under the "(Basic) Weapon: Options" field per each "Impaler Tentacle" weapon, for anyone who would like it.
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
SC2Saver, a way to create saved games via trigger
Frustrated with the editor and would like answers in real time? Join the SC2Mapster Discord!
It is a know problem with some models that the attachment points do not update. As stated attach a model with the ability to update automatically like the marine and then attach your models to the origin of that using standard attachment SOp for doing so.
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
I tried that... it didn't work...
BUT I did find out that the problem is actually in the Local Offsets... when I use only the Attachment Site Operations, anything updates correctly. But when I attached the marine models and gave them the Local Offsets, even they did not update. Hopefully that gets us somewhere.
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
SC2Saver, a way to create saved games via trigger
Frustrated with the editor and would like answers in real time? Join the SC2Mapster Discord!