Even though I was able to successfully create the uberilsk, I did get confused a couple times. The first thing that gave me a little confusion was in the UberliskRangeWeapon mover where you had this step "Orientation (i.e. YawPitchRoll) = MAX". The note helped clear it up a lot, but I guess I was still confused about having to literally type in "MAX" as a value. In retrospect, it's really simple though and the instructions are pretty clear.
The second thing that gave me a little trouble were the events and actions in the actors. I was a little hung up on you could have an event without a source name or sub name. Animation actions also confused me because I wasn't sure at first what settings things like "Main Birth" referred to or "Death Death" meant. However, this was my own fault, because I failed to read your previous description of events and actions carefully. I didn't notice the (none) option in the source name field. And I didn't see that you had specified what the order of the parameters would be, for example where you said "A good example of this would be "AnimPlay Main Back PlayForever" which is the Msg Type, Name, Animation Properties, and Flag..." After reading that it cleared up everything for me.
Overall, the guide is clear and precise and all the problems I had came from me missing things that were written. More screenshots to help along the way couldn't hurt though.
Well I could look at the new one or you could grab the fixed version of the first one you posted that I have attached to this post (also going to PM you a file listing what all I had to change to get it to work). I will note that while going over your map I found something that could break the Spine Crawlers not showing up and I updated my Guide accordingly. You can get the latest version of my guide from the link below and I have also attached it to this post.
hi mrm3fan, in case you missed my first post, I tried going through your guide and I think I have a problem similar to someone else before. when my uberlisk attacks he flings himself at the zergling killing himself. it's rather odd. map uploaded this time, it's my tutorial and testing ground map. if you could have a look at it, if it's not too much trouble, I would like to know where I stuffed up. thanks.
OK Xeridanus. I went over your Uberlisk and there was really only one thing that was keeping it from working. There also a few minor mistypes that effected the look of the tentacles attacking but only one thing was breaking it really. I sent you a PM on what all I found. I would also advise you make sure your using the most recent version of my Guide when doing this. You can always get the most recent version from the link below. Let me know if you have any questions. As always if anyone has further suggestions on how to improve the guide let me know.
I am trying to adapt this to another unit but I am having issues. The attack works just fine, as in it does damage and the impact effect, but there is no tentacle. I followed the most recent guide so I hope it's just something really stupid >.<
I have attached my map. Any ideas?
[edit]I forgot I renamed a bunch of stuff, attached is also a list of translations[/edit]
Sorry for the delay, haven't had internet for the last day or so. I took a look at your map and was able to resolve the issue. I have attached a fixed version of it to this post. I will also pm you information on what all I fixed. The main thing was some issues with Events on your Model Addition Actor along with issues with your Host Return/Supporter settings on your Missile Actor. Let me know if I can help again.
When setting the refset name = what exactly is this referencing
(::scope.UberliskRangeAttackMissileScope) is not an option
(::scope.TentacleAttack) is listed in there but thats because thats the default tentacle missile i believe.
and the tutorial never has you create anything with this name
are you supposed to select this from a list or do you need to type it in to the raw data
I got about as far as the Actors tab before I got a little lost. I duplicated an ultralisk, renamed it to uberlisk and hit suggest, but then there was nothing I could edit. i see the portion where it says Token, underneath it shows unit name, which I cannot change. to the direct right of the Token button it says Uberlisk, and directly beneath it says Ultralisk. there is also no sound tab after doing so. the only thing I can really change is the section under the top uberlisk, which i found after checking the premade version, however it only gves me 2 different ultralisk options despite the unit being duplicated and renamed
Forgot to mention I'm a bit new to this. i can build a basic map... kinda, but all of this is quite new to me
1.) When you add an Action of RefSet (Reference Set) their are two Parameters to it; the name and the source. All you have to do is type in the name field what I provide in the guide. If you are not using the same names for actors as I provide in my guide then you simple replace the UberliskRangeAttackMissile portion with whatever you call your Missile Actor. So it would look like ::scope.(Name of your Missile Actor)Scope
2.) Not sure where you are getting a scope.TentacleAttack Action as there isn't anything like that in my guide. There is a Refset Action with a Name of TentacleAttack as well as RefClear Action in another Actor.
For the Events somethings you will have to just type in as you see them and others will be selections from drop-downs. It just really depends on the option. I will probably have to see about updating the guide after looking through the GE as they have changed the layout quite a bit with the most recent patch.
In the Portion that says Token, to the right of that it says Uberlisk (after you renamed the Actor) and below that it says Ultralisk right now. You should be able to double-click on the Ultralisk text there to open a drop-down box with a list of Units. You would select your Uberlisk Unit from there.
As for the Sounds area, they change the layout quite a bit with the most recent patch and the view can look a lot different depending on which settings you have turn on next to the Search box (see below). If you use similar settings to what the picture shows you should be able to follow along with my guide without many issues. Let me know if there is anything else I can do to help.
Alright, i got the views changed, but when I go to the dropdown menu it still shows 2 ultralisks despite both the unit and actor being renamed and IDd as Uberlisk
Went back and tripple checked everything. was still set as uberlisk as the ID on both, but i went ahead and retyped it and now it's going... no idea why. going to see how much further I can push in the guide, but this is kinda perplexing.
Alright, I got to the orientation section without incident. but when showing raw data, the listed areas do not show up in list view, but it shows areas to input the numbers when out of list view ( however MAX cannot be typed ), and double clicking on list mode does nothing.
Hey mrm3fan
thanx for the reply, one problem though
it does not let me typing anything into the name field on refset...
I go to raw data and actually change the text on the field and it wont let me make changes here as soon as i click to a different field it resests it.
I can how ever find my actor in the actors list and select it
but then its missing the ::scope. before it
and the Scope after it
this may have something to do with the recent changes to the editor but im a stickler i only like to guess on so many variables while steping through this.
Also
Event: MotionPhaseStart
Term: MotionPhase
Action: RefSet Target= ::Supporter, Name= TentacleAttack(add a 2-5 here for the respective Actors), Source= ::Self
Action: RefSet Target= ::Supporter????
I can not set the Target of the refset .... if i type in this field the editor resets my current selection and doesnt register any changes
Name= TentacleAttack(add a 2-5 here for the respective Actors)????
we never set anything to be named "TentacleAttack(2-5)"
and these are not available as an option TentacleAttack is....
so people know they can find it in the drop-down after clicking the Reference radio button, and not attempt to type it in under Custom, which would probably work anyways i guess.
Here's my small contribution to your cause and a wiki advertisement all rolled-up in one. ;]
OK, because some of my guide didn't make sense due to the changes in how things are selected in the Data Editor with the release of Patch 13 I went back through creating the Spine Crawlers on the Uberlisk and have updated my Guide accordingly.
Please get the most recent version of my Guide from the link below (you can just Save it and overwrite my old one if need be since I have not changed the name of the file). Please let me know if there is anything else I can do to improve the guide.
Also thanks onisagi for that wiki article. Will help others understand better where the attachment points will make things appear on the Ultralisk model!
Mrm3fan setting up all the additional settings on the actors other then the events could use some screen shots.... they are not named as you have them in the tutorial.
such as
· Impact Map + = Change the Follow:
· Index: None, Sound: SpineCrawler_AttackImpact
· Index: Flesh, Model Reaction: SpineCrawler Attack Impact Reaction Flesh
· Index: LightArmor, Model Reaction: Light Armor Target Impact
· Index: Metal, Model Reaction: Metal Target Impact
· Impact Site Ops + = SOpAttachHarness SOpForwardLaunchGuide
Guide updated to include some more pictures as well as a note on the View Settings I use while creating the guide. The new screen shots have doubled the size of the file but the name remains the same. Please let me know if there is anything else I can do to improve the guide.
Once again you can always get the latest version from my Dropbox link below (I might just add this thing to my signature or something...lol)
Forgive me if I overlooked this when searching through this thread . . . tried to find this information.
In attempting to start on various ablities that cause explosions, I've been experimenting with the force effect. I can't seem to get the effect of the large knockback in the blizzard demo. I have a targeted knockback working with some nice visual effects, but noticed an odd issue - "amount" appears to be capped at 1, and there doesn't appear to be any z-value to apply force upwards or downwards. How is this explosion effect accomplished?
Sorry, but I haven't really looked into this much. Right now the Death Nova effect I use with the Uberlisk is just a radial aoe damage with an added actor of the Nuke Explosion. I haven't even been able to find the "psionic explosion" effect they showed on the Blizzcon video so I am not much help there. If I get some time I can look into it some and will update if I find anything useful.
Rollback Post to RevisionRollBack
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Even though I was able to successfully create the uberilsk, I did get confused a couple times. The first thing that gave me a little confusion was in the UberliskRangeWeapon mover where you had this step "Orientation (i.e. YawPitchRoll) = MAX". The note helped clear it up a lot, but I guess I was still confused about having to literally type in "MAX" as a value. In retrospect, it's really simple though and the instructions are pretty clear.
The second thing that gave me a little trouble were the events and actions in the actors. I was a little hung up on you could have an event without a source name or sub name. Animation actions also confused me because I wasn't sure at first what settings things like "Main Birth" referred to or "Death Death" meant. However, this was my own fault, because I failed to read your previous description of events and actions carefully. I didn't notice the (none) option in the source name field. And I didn't see that you had specified what the order of the parameters would be, for example where you said "A good example of this would be "AnimPlay Main Back PlayForever" which is the Msg Type, Name, Animation Properties, and Flag..." After reading that it cleared up everything for me.
Overall, the guide is clear and precise and all the problems I had came from me missing things that were written. More screenshots to help along the way couldn't hurt though.
Here's the new one mrm3fan. Thnx a bunch.
@lobedfin: Go
Well I could look at the new one or you could grab the fixed version of the first one you posted that I have attached to this post (also going to PM you a file listing what all I had to change to get it to work). I will note that while going over your map I found something that could break the Spine Crawlers not showing up and I updated my Guide accordingly. You can get the latest version of my guide from the link below and I have also attached it to this post.
http://dl.dropbox.com/u/6606139/UberliskCreationGuide.rtf
hi mrm3fan, in case you missed my first post, I tried going through your guide and I think I have a problem similar to someone else before. when my uberlisk attacks he flings himself at the zergling killing himself. it's rather odd. map uploaded this time, it's my tutorial and testing ground map. if you could have a look at it, if it's not too much trouble, I would like to know where I stuffed up. thanks.
@Xeridanus: Go
OK Xeridanus. I went over your Uberlisk and there was really only one thing that was keeping it from working. There also a few minor mistypes that effected the look of the tentacles attacking but only one thing was breaking it really. I sent you a PM on what all I found. I would also advise you make sure your using the most recent version of my Guide when doing this. You can always get the most recent version from the link below. Let me know if you have any questions. As always if anyone has further suggestions on how to improve the guide let me know.
http://dl.dropbox.com/u/6606139/UberliskCreationGuide.rtf
I am trying to adapt this to another unit but I am having issues. The attack works just fine, as in it does damage and the impact effect, but there is no tentacle. I followed the most recent guide so I hope it's just something really stupid >.<
I have attached my map. Any ideas?
[edit]I forgot I renamed a bunch of stuff, attached is also a list of translations[/edit]
@puritysdisciple: Go
Sorry for the delay, haven't had internet for the last day or so. I took a look at your map and was able to resolve the issue. I have attached a fixed version of it to this post. I will also pm you information on what all I fixed. The main thing was some issues with Events on your Model Addition Actor along with issues with your Host Return/Supporter settings on your Missile Actor. Let me know if I can help again.
oh my god that is amazing! Thank you so much! I look forward to reading your PM so I can know exactly what I did wrong.
Hi I have been working on the uberlisk tutorial for several days now.
Some questions I have
Event: ActorCreation Action: RefSet Name= ::scope.UberliskRangeAttackMissileScope Source= ::Self
When setting the refset name = what exactly is this referencing
(::scope.UberliskRangeAttackMissileScope) is not an option
(::scope.TentacleAttack) is listed in there but thats because thats the default tentacle missile i believe. and the tutorial never has you create anything with this name
are you supposed to select this from a list or do you need to type it in to the raw data
I got about as far as the Actors tab before I got a little lost. I duplicated an ultralisk, renamed it to uberlisk and hit suggest, but then there was nothing I could edit. i see the portion where it says Token, underneath it shows unit name, which I cannot change. to the direct right of the Token button it says Uberlisk, and directly beneath it says Ultralisk. there is also no sound tab after doing so. the only thing I can really change is the section under the top uberlisk, which i found after checking the premade version, however it only gves me 2 different ultralisk options despite the unit being duplicated and renamed
Forgot to mention I'm a bit new to this. i can build a basic map... kinda, but all of this is quite new to me
@SouLCarveRR: Go
1.) When you add an Action of RefSet (Reference Set) their are two Parameters to it; the name and the source. All you have to do is type in the name field what I provide in the guide. If you are not using the same names for actors as I provide in my guide then you simple replace the UberliskRangeAttackMissile portion with whatever you call your Missile Actor. So it would look like ::scope.(Name of your Missile Actor)Scope
2.) Not sure where you are getting a scope.TentacleAttack Action as there isn't anything like that in my guide. There is a Refset Action with a Name of TentacleAttack as well as RefClear Action in another Actor.
For the Events somethings you will have to just type in as you see them and others will be selections from drop-downs. It just really depends on the option. I will probably have to see about updating the guide after looking through the GE as they have changed the layout quite a bit with the most recent patch.
@FangoTehMango: Go
In the Portion that says Token, to the right of that it says Uberlisk (after you renamed the Actor) and below that it says Ultralisk right now. You should be able to double-click on the Ultralisk text there to open a drop-down box with a list of Units. You would select your Uberlisk Unit from there.
As for the Sounds area, they change the layout quite a bit with the most recent patch and the view can look a lot different depending on which settings you have turn on next to the Search box (see below). If you use similar settings to what the picture shows you should be able to follow along with my guide without many issues. Let me know if there is anything else I can do to help.
Alright, i got the views changed, but when I go to the dropdown menu it still shows 2 ultralisks despite both the unit and actor being renamed and IDd as Uberlisk
Alright, I got to the orientation section without incident. but when showing raw data, the listed areas do not show up in list view, but it shows areas to input the numbers when out of list view ( however MAX cannot be typed ), and double clicking on list mode does nothing.
http://smg.photobucket.com/albums/v222/FangoTehMango/?action=view¤t=orientation1.png
Edit: Alright, i think I may have found it by toggling off "Combine Structure Values", but I still cannot type in MAX, only numbers.
Hey mrm3fan thanx for the reply, one problem though
it does not let me typing anything into the name field on refset... I go to raw data and actually change the text on the field and it wont let me make changes here as soon as i click to a different field it resests it.
I can how ever find my actor in the actors list and select it
but then its missing the ::scope. before it and the Scope after it
this may have something to do with the recent changes to the editor but im a stickler i only like to guess on so many variables while steping through this.
Also
Event: MotionPhaseStart Term: MotionPhase Action: RefSet Target= ::Supporter, Name= TentacleAttack(add a 2-5 here for the respective Actors), Source= ::Self
Action: RefSet Target= ::Supporter???? I can not set the Target of the refset .... if i type in this field the editor resets my current selection and doesnt register any changes
Name= TentacleAttack(add a 2-5 here for the respective Actors)???? we never set anything to be named "TentacleAttack(2-5)" and these are not available as an option TentacleAttack is....
This might help improve your guide:
Host + = Subject: ::scope.Tentacle; Scope: Implicit; Actor: Implicit; Effect: (None)
The part where it says "::scope.Tentacle", it'll probably be less confusing if you wrote
Host + = Subject: ::scope.Tentacle (Reference); Scope: Implicit; Actor: Implicit; Effect: (None)
so people know they can find it in the drop-down after clicking the Reference radio button, and not attempt to type it in under Custom, which would probably work anyways i guess.
Here's my small contribution to your cause and a wiki advertisement all rolled-up in one. ;]
http://www.sc2mapster.com/api-docs/galaxy-editor/modules/data/data-type/actors/site/
OK, because some of my guide didn't make sense due to the changes in how things are selected in the Data Editor with the release of Patch 13 I went back through creating the Spine Crawlers on the Uberlisk and have updated my Guide accordingly.
Please get the most recent version of my Guide from the link below (you can just Save it and overwrite my old one if need be since I have not changed the name of the file). Please let me know if there is anything else I can do to improve the guide.
Also thanks onisagi for that wiki article. Will help others understand better where the attachment points will make things appear on the Ultralisk model!
Updated Uberlisk Guide
Mrm3fan setting up all the additional settings on the actors other then the events could use some screen shots.... they are not named as you have them in the tutorial.
such as
· Impact Map + = Change the Follow:
· Index: None, Sound: SpineCrawler_AttackImpact
· Index: Flesh, Model Reaction: SpineCrawler Attack Impact Reaction Flesh
· Index: LightArmor, Model Reaction: Light Armor Target Impact
· Index: Metal, Model Reaction: Metal Target Impact
· Impact Site Ops + = SOpAttachHarness SOpForwardLaunchGuide
· Lanuch Assets + = Sound: SpineCrawler_AttackLaunch
· Launch Attachment Query + = Overhead|Center
· LaunchSite = (Set the Type to Actor and select the respective UberliskSpineCrawlerTentacleLaunchSite for each one.)
· Launch Site Ops + = SOpAttachOverhead
· Missile = (Set the Type to Actor and select the respective UberliskRangeAttackMissile for each one.)
this is where your setting up UberliskSpineAttack
I can not for the life of me tell which values your actually changing here screen shots would be greatly appreciated
@SouLCarveRR: Go
Guide updated to include some more pictures as well as a note on the View Settings I use while creating the guide. The new screen shots have doubled the size of the file but the name remains the same. Please let me know if there is anything else I can do to improve the guide.
Once again you can always get the latest version from my Dropbox link below (I might just add this thing to my signature or something...lol)
http://dl.dropbox.com/u/6606139/UberliskCreationGuide.rtf
Forgive me if I overlooked this when searching through this thread . . . tried to find this information.
In attempting to start on various ablities that cause explosions, I've been experimenting with the force effect. I can't seem to get the effect of the large knockback in the blizzard demo. I have a targeted knockback working with some nice visual effects, but noticed an odd issue - "amount" appears to be capped at 1, and there doesn't appear to be any z-value to apply force upwards or downwards. How is this explosion effect accomplished?
@Thalassicus: Go
Sorry, but I haven't really looked into this much. Right now the Death Nova effect I use with the Uberlisk is just a radial aoe damage with an added actor of the Nuke Explosion. I haven't even been able to find the "psionic explosion" effect they showed on the Blizzcon video so I am not much help there. If I get some time I can look into it some and will update if I find anything useful.