OK I resolved Anonymoose problem with his Uberlisk not doing his Melee attacks. All you have to do is remove the "Can Initiate Attack" option from Options for the UltraliskRange Weapons. In testing this the Spine Crawlers still attack anything that gets within range but the Uberlisk will still do it's Melee attack (Kaiser Blades) if anything manages to get that close to it...lol!
Also I figured out my issues with the tentacles not shooting out. Had to do with my UltraliskRangeLMWeapon Actors and an Event I was missing. This however had caused a new problem. The Tentacles don't seem to fully retract back after they attack and nothing else is around to attack. Think this is a range or timing setting I need to track down.
Really quickly here, like I said I did a lot more editing than I did my own actual work finding and experimenting (I did that and failed a lot first, using triggers to attatch models was working for a while and quite well actually) ANYWAYS...
Make sure you have an attack effect with a mover that moves it to and one that retracts it. (If you don't understand that, I'm sorry I don't even fully understand it, but it seems to me like there is a (A attacks using B, B gets to target, C activates moving B back to A) and those are the words that made sense to fill it.
Anonymoose, I have been over your Uberlisk now I few times. Using it I was able to get my tentacle to extend out and kill things but it seems if they extend out to far they don't seem to fully retract back until they go to attack something else. Sometimes they even seem to get stuck in mid-air and my Uberlisk can just keep walking away while the tentacles just keep extending until another enemy is within range. Any ideas of what could be wrong? I made a direct copy of your Movers for the attack and retract so not sure what is causing the issue.
If anyone wants to take a look at it and give me some ideas let me know.
Also I am in the process of trying to get the death effects to work like they did for the BlizzCon Uberlisk. i.e some kinds of "psionic" blast along with the Ultralisk normal death animation. I already have the explosion radius damage effect working just need to get something visually showing for this. Any ideas on accomplishing this would be greatly appreciated as well.
Sry if Im posting a stupid question here but I am totally new to modding and to using the blizzard editor.
Is the spinecrawler just a weapon or is it a unit on its own attached to the ultralisk or is it a "normal" weapon? The reason why I'm asking is that I tried give a unit 2 weapons, it worked but it could only use one at a time, so is this the way to go to make it shoot both at the same time?
Sry if Im posting a stupid question here but I am totally new to modding and to using the blizzard editor. Is the spinecrawler just a weapon or is it a unit on its own attached to the ultralisk or is it a "normal" weapon? The reason why I'm asking is that I tried give a unit 2 weapons, it worked but it could only use one at a time, so is this the way to go to make it shoot both at the same time?
The spinecrawler is just a model.
It works like a parasite-host principe.
Parasite lodges oneself in the host - if the Host now do something the parasite is reacting or not - depending on the action.
To use multiple weapons at the same time make sure you've disabled Linked Cooldowns and reduced the Backswing to something near 0 or 0
Ok Update. I got a Guide pretty much typed up for creating the Uberlisk Unit itself as well as the Spine Crawlers on it's back. Something I have come across is that although my Uberlisk will use his Melee and Spine Crawler attack against Units and Structures I cannot get the Spine Crawlers to attack Rocks (the boulders used to block entrance to bases earlier on some maps).
Any ideas on this?
I have having a friend go through the guide to make sure he can duplicate the Uberlisk without any issues and again it is just for the Spines. I will be adding info to it later for the Death Nova effect (explosion on death) and will be looking into doing the Earth Shaper (Shaker?) ability.
Ok Update. I got a Guide pretty much typed up for creating the Uberlisk Unit itself as well as the Spine Crawlers on it's back. Something I have come across is that although my Uberlisk will use his Melee and Spine Crawler attack against Units and Structures I cannot get the Spine Crawlers to attack Rocks (the boulders used to block entrance to bases earlier on some maps).
Any ideas on this?
I have having a friend go through the guide to make sure he can duplicate the Uberlisk without any issues and again it is just for the Spines. I will be adding info to it later for the Death Nova effect (explosion on death) and will be looking into doing the Earth Shaper (Shaker?) ability.
I'm a french modder and i'm trying to master the GE. First i tried to do some data-edit like it was possible with some software for SC1. Then I remembered the Uberlisk video from the BlizzCon, and I tried to do it, using triggers to attach spine crawlers. As a result, only one of the crawlers attacked properly (with animations) and the others seemed to attack, but without the animation.
I found this thread while searching around the internet how to fix it. I Downloaded your map and try to figure how to do without triggers. I thought understanding, and then decided to add another spine crawler to check if i can make it myself. And, ofcourse, i failed...
So my questions are :
1) Is it possible de to make a functionnal "Uberlisk" with triggers ?
2) What is needed to make it with data-edit (what effect, what actors, what weapons) and how are they linked altogether ? (I know we can see that within the GE, but i can't get the whole "pattern" (is it the word?).
3) How do you add models/actors to another, and what's the difference between them? (I mean, for exemple adding a missile turret to a Thor, still without triggers).
4) Can't you solve the missile problem (where the tentacle do not properly return to the start position) of your Uberlisk by forcing the missiles to return start position after a certain time ?
Sorry for the delay been tinkering with other stuff in the Editor and forgot to post my little guide to creating/attaching the Spine Crawlers to the Uberlisks back. You can get the Guide from here. I am working on the EarthQuake ground deforming attack (having issues getting it to work properly on a click ground action I think it is just my brain hurting). Will also add the creation of the Death Nova effect to my Guide a bit later. Cheers
Thanks for uploading it to the site as well. Main reason I shared it like I did was that if I make changes to the file and save it then anyone clicking the link will automatically get the newest version. Just a handy feature of DropBox. :). Also I am making some progress on the earthquake ability. I got it to the point that it will cause a spike to shot from the ground at the location of enemies when it does damage to enemies. I still can't get it to just do the spikes at a location I click even if damage was not done to anything. Any ideas on this?
I also figured out how to get one animation to show properly on death of the Uberlisk (Death Nova) without losing the Uberlisk normal death animation. Now I just wish I could find a better animation to use for the explosion besides the nuke animation...lol.
Ugh I think I am giving up on this Earthquake ability I can not for the life of me get the effect/actors right to just cause a terrain deformation where ever I click and if a unit happens to be in that area to cause damage to them. So far the only effects I have gotten are:
A.) The spike forms under my Unit instead of where I clicked/on the enemies I clicked on and then afterward while I move my unit the deformations continue to appear under me.
B.) I get the deformation to appear under an enemy (but only if I pretty much select that enemy), it does damage to them but if it doesn't kill them in one shot and they start moving the deformation continues to form under the enemy unit.
C.) No deformation appears at all but the damage is still applied to the select unit (once again does not seem to allow me to just target a spot on the ground where no units are around).
I have tried countless times to duplicate other abilities and change up the Target Location/Launch/etc. (such as the Baneling - Explode, the High Templar - Psionic Storm, the Infestors - Fungal Growth, etc) but no matter what I do I can't get it to work. Can anyone give me advice on how to fix this? A map or guide on the creation of the actor/effects needed to just make a point and click deformation ability would be great!
Awesome, mrm3, :). Uploaded it as an attachment too, btw, for easier DLing.
Hey Sixen. I downloaded your guide and followed it, and while I did manage to sucessfully create an uberlisk, I have some serious errors going on (probaly due to some mistakes on my part). I'm trying to figure out the error by going through the guide again to see mistypes, but right now I have these issues:
1. One of the spinecrawlers explodes and dies at the start of the game.
2. My ghost's portraits and hero icons are going white and losing texture.
3. I cannot select any units through the mouse.
I am not exactly sure why it is affecting those last two. It would be a real bummer to be unfixable and losing this map heh.
Hey mrm3fan, I've been crunching through your guide. It's clear and concise to follow through for the first 5 pages. However, I've run into a few snags once I hit the creation of UberliskRangeAttack Actors.
"Events +: Add the following to each one:
Term: UnitBirth
Send: AnimPlay Main Birth
Term: ActorCreation
Send: RefSet Name= ::scope.UberliskRangeAttackMissileScope, Source= ::Self
etc..."
Without a little explanation, I got lost for a while trying to decipher what was meant by Term and Send. For example, I found out "Term:" UnitBirth meant Right-Click Actor Event list, select Add Term, and set the Msg Type to Unit Birth. Then for Send, I needed to select the output from the added Actor Event, customize the Names field to add Main and apply that, and then select Birth for the Animation Properties field to produce a shorthand appearance matching what you put for the "Send:" section. I know it would've been quite a bit to write up for each Term/Send section, but even one example would've saved a bit of frustration and help.
Now my main problem that I'm not seeing any solution for is for the +Remove section for the same actors.
"Remove + = Add the follow to each:
Term: UnitBirth
Send: AnimBracketStart Lifetime Birth Stand"
I've tried adding a new Term to the list. However, I don't see a Unit Birth option available from the list of terms to add. I'm not sure if it's something I've messed up in the earlier process. I've been double checking quite a few things to make sure they were done right, though I've altered naming conventions very slightly for some entries just out of personal preference. Any help you've got would be much appreciated.
I have no idea how adding the stuff for the Uberlisk would effect your other units. Since everything is either a duplicate of the Ultralisk or brand new it shouldn't effect other units. If you like you can share your map with me and I can see what might be the issue.
I assume your talking about the Remove Event part of my Guide in regards to the UberliskRangeAttackMissile Actors. Below is a picture of how this should look. I will see about adding an example of these Term/Set Events to the guide to make things easier. I have also attached my current test map for the Uberlisk. This map contains the Spine Crawlers attached to the Uberlisk as well as the current Death Nova ability. The first Uberlisk is meant to die to show off the Death Nova effect upon death. The second one is just to mess around with and make sure the Death Nova ability itself (that the player can activate) also works.
I updated the Guide to explain the whole Event, Term, Action bit as well as changed the wording some and added some pictures. Enjoy! You should also be able to download the newest version of the guide using the following link: http:dl.dropbox.com/u/6606139/UberliskCreationGuide.rtf
Thanks mrm3fan. I am going to go over another bug check to see if anything else modified. It has something to do with the Uberlisk, because when i removed it and all the action files (just to see and revert back to prev. save), the game was working again.
If I can't get it working from there, I'll just upload it. There was so many different modifications, an error could be likely anywhere lol
EDIT: Okay, I found a few typing errors and have seem to remove the bug that had nothing to do with the Uberlisk.
Now I do have some uberlisk specific problems that you may know where I should check:
1) One of the spine crawler dies at the begining of the game.
2) The spine crawler's attack animation isn't really visible, they seem to attack one target and stick to the floor there.
In regards to the tentacles attacking a target and then just seeming like they stick to the ground...make sure on your UberliskRangeAttackMissiles you check these Events:
Make sure the areas that have (add 2-5) that you actually adding that number to the correct actors. It is also important to put ::Supporter in the Target field of the specified Events
Same thing for the UberliskSpineCrawlerTentacle Actors. They have the Event:
In regards to one of your tentacles exploding the instant the map starts it could be a couple of events. Make sure under the UberliskSpineCrawlerTentacle Actors that you have added the following Events correctly:
Outside of that all I could advise is to try and determine which of the Tentacles is the one exploded in relation to the placement on the Uberlisk and compare the Actors associated to it with one of the working ones.
Tip: The Target Points (Host Attachment +) used on the UberliskSpineCrawlerTentacle are connected as such:
I recreated your uberlisk pretty faithfully mrm3fan, but I messed something up. My uberlisk spinecrawlers are not burrowed, and do not attack, instead, when the uberlisk gets near a hostile mob, it will teleport to one after the other before imploding after about five teleports. Any idea what could be the cause?
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Really quickly here, like I said I did a lot more editing than I did my own actual work finding and experimenting (I did that and failed a lot first, using triggers to attatch models was working for a while and quite well actually) ANYWAYS...
Make sure you have an attack effect with a mover that moves it to and one that retracts it. (If you don't understand that, I'm sorry I don't even fully understand it, but it seems to me like there is a (A attacks using B, B gets to target, C activates moving B back to A) and those are the words that made sense to fill it.
@Anonymoose: Go
Anonymoose, I have been over your Uberlisk now I few times. Using it I was able to get my tentacle to extend out and kill things but it seems if they extend out to far they don't seem to fully retract back until they go to attack something else. Sometimes they even seem to get stuck in mid-air and my Uberlisk can just keep walking away while the tentacles just keep extending until another enemy is within range. Any ideas of what could be wrong? I made a direct copy of your Movers for the attack and retract so not sure what is causing the issue.
If anyone wants to take a look at it and give me some ideas let me know.
Also I am in the process of trying to get the death effects to work like they did for the BlizzCon Uberlisk. i.e some kinds of "psionic" blast along with the Ultralisk normal death animation. I already have the explosion radius damage effect working just need to get something visually showing for this. Any ideas on accomplishing this would be greatly appreciated as well.
mrm3fan, pretty sure they just used a nuke for the death effect.
Sry if Im posting a stupid question here but I am totally new to modding and to using the blizzard editor. Is the spinecrawler just a weapon or is it a unit on its own attached to the ultralisk or is it a "normal" weapon? The reason why I'm asking is that I tried give a unit 2 weapons, it worked but it could only use one at a time, so is this the way to go to make it shoot both at the same time?
The spinecrawler is just a model. It works like a parasite-host principe. Parasite lodges oneself in the host - if the Host now do something the parasite is reacting or not - depending on the action.
To use multiple weapons at the same time make sure you've disabled Linked Cooldowns and reduced the Backswing to something near 0 or 0
Ok Update. I got a Guide pretty much typed up for creating the Uberlisk Unit itself as well as the Spine Crawlers on it's back. Something I have come across is that although my Uberlisk will use his Melee and Spine Crawler attack against Units and Structures I cannot get the Spine Crawlers to attack Rocks (the boulders used to block entrance to bases earlier on some maps).
Any ideas on this?
I have having a friend go through the guide to make sure he can duplicate the Uberlisk without any issues and again it is just for the Spines. I will be adding info to it later for the Death Nova effect (explosion on death) and will be looking into doing the Earth Shaper (Shaker?) ability.
Just remove his melee attack altogether, then?
Hi there !
I'm a french modder and i'm trying to master the GE. First i tried to do some data-edit like it was possible with some software for SC1. Then I remembered the Uberlisk video from the BlizzCon, and I tried to do it, using triggers to attach spine crawlers. As a result, only one of the crawlers attacked properly (with animations) and the others seemed to attack, but without the animation.
I found this thread while searching around the internet how to fix it. I Downloaded your map and try to figure how to do without triggers. I thought understanding, and then decided to add another spine crawler to check if i can make it myself. And, ofcourse, i failed...
So my questions are : 1) Is it possible de to make a functionnal "Uberlisk" with triggers ? 2) What is needed to make it with data-edit (what effect, what actors, what weapons) and how are they linked altogether ? (I know we can see that within the GE, but i can't get the whole "pattern" (is it the word?). 3) How do you add models/actors to another, and what's the difference between them? (I mean, for exemple adding a missile turret to a Thor, still without triggers). 4) Can't you solve the missile problem (where the tentacle do not properly return to the start position) of your Uberlisk by forcing the missiles to return start position after a certain time ?
Thanks alors in advance, Obsidian.
Sorry for the delay been tinkering with other stuff in the Editor and forgot to post my little guide to creating/attaching the Spine Crawlers to the Uberlisks back. You can get the Guide from here. I am working on the EarthQuake ground deforming attack (having issues getting it to work properly on a click ground action I think it is just my brain hurting). Will also add the creation of the Death Nova effect to my Guide a bit later. Cheers
Awesome, mrm3, :). Uploaded it as an attachment too, btw, for easier DLing.
@Sixen: Go
Thanks for uploading it to the site as well. Main reason I shared it like I did was that if I make changes to the file and save it then anyone clicking the link will automatically get the newest version. Just a handy feature of DropBox. :). Also I am making some progress on the earthquake ability. I got it to the point that it will cause a spike to shot from the ground at the location of enemies when it does damage to enemies. I still can't get it to just do the spikes at a location I click even if damage was not done to anything. Any ideas on this?
I also figured out how to get one animation to show properly on death of the Uberlisk (Death Nova) without losing the Uberlisk normal death animation. Now I just wish I could find a better animation to use for the explosion besides the nuke animation...lol.
Ugh I think I am giving up on this Earthquake ability I can not for the life of me get the effect/actors right to just cause a terrain deformation where ever I click and if a unit happens to be in that area to cause damage to them. So far the only effects I have gotten are:
A.) The spike forms under my Unit instead of where I clicked/on the enemies I clicked on and then afterward while I move my unit the deformations continue to appear under me.
B.) I get the deformation to appear under an enemy (but only if I pretty much select that enemy), it does damage to them but if it doesn't kill them in one shot and they start moving the deformation continues to form under the enemy unit.
C.) No deformation appears at all but the damage is still applied to the select unit (once again does not seem to allow me to just target a spot on the ground where no units are around).
I have tried countless times to duplicate other abilities and change up the Target Location/Launch/etc. (such as the Baneling - Explode, the High Templar - Psionic Storm, the Infestors - Fungal Growth, etc) but no matter what I do I can't get it to work. Can anyone give me advice on how to fix this? A map or guide on the creation of the actor/effects needed to just make a point and click deformation ability would be great!
Hey Sixen. I downloaded your guide and followed it, and while I did manage to sucessfully create an uberlisk, I have some serious errors going on (probaly due to some mistakes on my part). I'm trying to figure out the error by going through the guide again to see mistypes, but right now I have these issues: 1. One of the spinecrawlers explodes and dies at the start of the game. 2. My ghost's portraits and hero icons are going white and losing texture. 3. I cannot select any units through the mouse.
I am not exactly sure why it is affecting those last two. It would be a real bummer to be unfixable and losing this map heh.
Hey mrm3fan, I've been crunching through your guide. It's clear and concise to follow through for the first 5 pages. However, I've run into a few snags once I hit the creation of UberliskRangeAttack Actors. "Events +: Add the following to each one: Term: UnitBirth Send: AnimPlay Main Birth Term: ActorCreation Send: RefSet Name= ::scope.UberliskRangeAttackMissileScope, Source= ::Self etc..."
Without a little explanation, I got lost for a while trying to decipher what was meant by Term and Send. For example, I found out "Term:" UnitBirth meant Right-Click Actor Event list, select Add Term, and set the Msg Type to Unit Birth. Then for Send, I needed to select the output from the added Actor Event, customize the Names field to add Main and apply that, and then select Birth for the Animation Properties field to produce a shorthand appearance matching what you put for the "Send:" section. I know it would've been quite a bit to write up for each Term/Send section, but even one example would've saved a bit of frustration and help.
Now my main problem that I'm not seeing any solution for is for the +Remove section for the same actors.
"Remove + = Add the follow to each: Term: UnitBirth Send: AnimBracketStart Lifetime Birth Stand"
I've tried adding a new Term to the list. However, I don't see a Unit Birth option available from the list of terms to add. I'm not sure if it's something I've messed up in the earlier process. I've been double checking quite a few things to make sure they were done right, though I've altered naming conventions very slightly for some entries just out of personal preference. Any help you've got would be much appreciated.
@ForbiddenDonut99: Go
I have no idea how adding the stuff for the Uberlisk would effect your other units. Since everything is either a duplicate of the Ultralisk or brand new it shouldn't effect other units. If you like you can share your map with me and I can see what might be the issue.
@CDDK: Go
I assume your talking about the Remove Event part of my Guide in regards to the UberliskRangeAttackMissile Actors. Below is a picture of how this should look. I will see about adding an example of these Term/Set Events to the guide to make things easier. I have also attached my current test map for the Uberlisk. This map contains the Spine Crawlers attached to the Uberlisk as well as the current Death Nova ability. The first Uberlisk is meant to die to show off the Death Nova effect upon death. The second one is just to mess around with and make sure the Death Nova ability itself (that the player can activate) also works.
Oh I see, I was looking for Term Type Unit Birth or Birth. Didn't think about the Msg type. Thanks a bunch!
I updated the Guide to explain the whole Event, Term, Action bit as well as changed the wording some and added some pictures. Enjoy! You should also be able to download the newest version of the guide using the following link: http:dl.dropbox.com/u/6606139/UberliskCreationGuide.rtf
@mrm3fan: Go
Thanks mrm3fan. I am going to go over another bug check to see if anything else modified. It has something to do with the Uberlisk, because when i removed it and all the action files (just to see and revert back to prev. save), the game was working again.
If I can't get it working from there, I'll just upload it. There was so many different modifications, an error could be likely anywhere lol
EDIT: Okay, I found a few typing errors and have seem to remove the bug that had nothing to do with the Uberlisk.
Now I do have some uberlisk specific problems that you may know where I should check: 1) One of the spine crawler dies at the begining of the game. 2) The spine crawler's attack animation isn't really visible, they seem to attack one target and stick to the floor there.
I'll keep checking. Thanks!
@ForbiddenDonut99: Go
In regards to the tentacles attacking a target and then just seeming like they stick to the ground...make sure on your UberliskRangeAttackMissiles you check these Events:
AND
Make sure the areas that have (add 2-5) that you actually adding that number to the correct actors. It is also important to put ::Supporter in the Target field of the specified Events
Same thing for the UberliskSpineCrawlerTentacle Actors. They have the Event:
In regards to one of your tentacles exploding the instant the map starts it could be a couple of events. Make sure under the UberliskSpineCrawlerTentacle Actors that you have added the following Events correctly:
Outside of that all I could advise is to try and determine which of the Tentacles is the one exploded in relation to the placement on the Uberlisk and compare the Actors associated to it with one of the working ones.
Tip: The Target Points (Host Attachment +) used on the UberliskSpineCrawlerTentacle are connected as such:
I recreated your uberlisk pretty faithfully mrm3fan, but I messed something up. My uberlisk spinecrawlers are not burrowed, and do not attack, instead, when the uberlisk gets near a hostile mob, it will teleport to one after the other before imploding after about five teleports. Any idea what could be the cause?