So I want to start off by thanking you tremendously again. Were it not for all the valuable advice you've given me in this thread and many others the mod I am working on right now, wouldn't be anywhere close to what it is now. I am not even sure if I would have felt motivated enough to continue considering how daunting it is. Right now in a way it can be said that this thread is about 85% percent complete or so now. Since I've listed to the advice you've given me and come to understand, learn and expand on it. There is still plenty of things I am confused about, but the bulk of data related things I've needed to learn and most learned. 1-3 of last questions are solved. 4 I need to experiment with. 5 I think I understand, but since I've been doing some other things at the moment, have not gotten to the part where I need this yet. I am going to get to the next set of issues.
1. How to make a unit or model attachment orbit around another unit?
What I am trying to do is to create a unit that has spinning balls of fire orbiting it constantly that harms units when they collide with the fire. Specifically what I am unsure how to do is cause the orbiting.
2. How to change the lighting of units in specific locations?
There are some abilities that I would like to have provide some sort of special lighting to the battlefield when used. I also wanted to know if it is possible to preview how a light looks before applying it.
For now. These are my two questions. There is some others I may have soon, but I want to see if I can get the figured out first.
Yea I wish I had tried that first. This fixed the problem. Didn't think it would be that simple cause of another similar issue I had a while ago. I have 4 more questions for today.
1. How get weapons and missile abilities to launch from a specific attachment point?
Some of the new units that I have used copied weapons and as such, the new weapons and abilities have the weapons being shot from the wrong place. I know that there has to be a right way of getting them to shoot from a specific desired point, but I am not sure how. Maybe it has nothing to do with attachment points, but offsets?
2. Allowing Allies to build on creep
I don't want enemies to be able to build on creep, but still allow allies to build on it. Some of the factions I have in this mod use creep widespread quite a bit.
3. Which action commands in the trigger editor would be needed to order a newly spawned unit to a specific point?
I know this is not data, but its the only question I have about triggers for right now. I've been making multiple attempts to get the griffin to spawn and move to a specific point. However for right now I am trying to do this without the extra caster unit to practice. There is numerous other units that I'd like to have spawned then move to a specific point as well.
4. How to set up a first person mode view?
This may be somewhat beyond my scope for the moment, but I wanted to experiment with this. I've seen some mods set up first person view modes for units and have them do specific things. I may not have first person mode in this mod, but I wanted to try out how to examine interesting possibilities, but I am unsure how to set this up. I assume it has something to do with the camera actions in the trigger editor or whatever they are called.
5. Understanding Aliases
Recently I decided to try working on a whole bunch of upgrades for +1 armor and +1 damage for each faction. The thing though is that I think I might have done it the very long way. I made 6 sets of requirements for each upgrade as well as 3 sets of upgrades for each faction. Now I wondered if there was a more efficient faster way to get all of this done. My understanding is that Alias are often used for things like this to save time, but I don't understand what they are, how to create them and how to apply it to this situation.
1, 2 and 3 I think were good enough tips for me to get the rest figured out. Thank you for that. I have another question I forgot to ask before and this is one where I am genuinely lost.
I am trying to use this model to replace the model of the assimilator for Protoss. The model is called "aiurprotossbuildings01". It says that it has 5 variations, however I only want the one in this picture to be the one showing up in game. When I tried to change the model to show just this one model, I got one of those grey spheres that normally appears when no model has been picked. I wanted to know how to just keep to that one model and have it visible.
1. I think I know where to go from here. This advice was just the tip I needed.
2. [Solved] Got it working nicely!
3. Okay. This is good to know. I think I understand better now.
4. This makes more sense now. I think I might be able to connect the dots as I continue examining the mechanics of such triggers are abilities.
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I have four questions for today. Some of these are issues that came up just recently.
1. How to make weapons attack multiple targets in a straight line.
I am trying to get the Slayn Particle Cannon to attack a line of targets kind of like the hellion. It already has a suitable firing model for it, but currently it only attacks one unit at a time. This is a look at the weapon stats.
I tried setting the damage effect it uses's impact to (Point region) or something like that. When I did this, it stopped working and wouldn't target anything.
2. How to allow units to shoot multiple weapons at once or at least multiple attacks.
Similar to how the Goliath has an upgrade which allows it to shoot air and ground units at once, there is some units I wanted to allow multiple attacks instead of just one. I wanted to know how this is properly done.
3. How to order a unit to move to a specific set of points in a specific order when it is created for mods(data or triggers)?
For the Terratron Siegewalker unit that I have in this mod, I wanted its saw blade to move across a number of random points in a cone in front of the Terratron Siegewalker then be destroyed after a while. I made an attempt to do this using triggers, but then nothing happened.
Thank you very much. That demo was incredibly helpful. After examining it and taking your advice, I got the nuke drop time reduced and fixed the animation speed appropriately. Its working properly now. Today I am going to start with some of the complicated questions. Now that I've done and/or figure out lots of the simplier things, I am going to move onto some of the harder tasks at hand. Here are my new questions for today:
1. How to create Griffin Airstrike? 1.2 What causes a unit to move in a specific direction?
I am trying to replicate the Griffin Airstrike ability from co-op. Currently the main confusion I am facing right now is what method to properly summon the Griffin that is used. I am unsure if it is summoned as an unit then has something that propels it forward, then destroys it after a certain time. I think I understand how to spawn the bombs once the Griffin is spawned, but what I need to know is what causes the Griffin to spawn and be propelled forward. 1.2 of the question is that I wanted to know what causes the movement of barracks transition from flying to ground and merc ground drop. What is at the root cause of that movement and how can I get certain items to move in similar such ways?
2. How to make a ability that shoots a projectile at the target, bounces from one unit to another, then after a certain number of hits, returns to the enemy.
Similar to Kerrigan's chain lightning ability which I am looking at right now. Currently the way, I have the planned ability set up, it will bounce from target to target until all targets are dead or none are in range. I want it to stop bouncing after 5 targets then return to the original source.
3. Understanding Firebat's flamethrowers.
For the longest time, one of the things I've been wanting to learn to understand is how firebat weapons and other similar area of effect flame weapons work. I know understand how set a search area field to only damage within a cone or rectangle and other kinds of shapes. Would I would like to know is this. Does the firebat weapon consist of multiple flame models that are just unleashed with different offsets? I remember when I was experimenting with the char crashing debris earlier, there was a point in which all the offsets were aligned in such a way that created a giant cross which seems like it could be used to make smaller weapons.
4. How does one create selection cursors that require 2 clicks to start the ability?
Kind of like Karax's Thermal Lance in Co-op. It requires 2 clicks for the ability to start, then both abilities get activated. I wanted to know how this was done for similar such abilities like Griffin Airstrike.
Alright. I am going to look up some good splats and as for state monitors. I think I have an understanding of how those work. I do have another question that I was hoping you might be able to answer before the day is over. Thank you very much again for all the help so far! This question might be really easily, but I have a list of like 102 data related issues that I am trying to get done in order to get this mod up to par! My next question is about how to reduce the ghost nuke time to drop? For heroes such as nova, I've been wanting to make it a bit shorter, but I am not sure which field I need to input arrange this.
Okay. The last 2 problems are solved. My next question is about is how to change the textures of landscape via events preferably? I have a structure that causes it to start snowing and I would like it to change the texture of landscapes once it starts snowing. Even if it looks rather blocky, I'd still like to try it. I wanted to know how I'd go about doing this?
Another question I had was about missiles. How can someone set up missiles that are able to missile their target and leave a cursor on the ground visible to everyone? I understand how to set up the missile themselves, but not how to get them to miss their target.
3. I'll come back to this once I have other heavier tasks completed.
4. For some reason it shows up grey. I'll try the method you gave me and see if that works.
5. Its all good. I figured out what I was doing wrong.
6. Will keep note of this. Thank you for letting me know.
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There is just two questions I have for now as I am not quite ready to get to the more advanced questions.
1. Hot Key Issues
Notice that there are multiple hotkeys here that are the same. Problem I've been having with these hotkeys as well as many other similar units is that whenever I try to change them another of the buttons hotkeys also changes to the new hotkey changed. For example: If I try to change any of the hotkeys that have A on them to B. All of them that have A will become B. I wanted to know what might be causing this and how to fix it?
2. Changing animation groups that only happen while a player is moving.
There is a number type of unit that I created and I would like to have it play a specific animation, but only as it is walking. As soon as it stops walking then I want it to return to its regular stand animation. I wanted to know what would be the proper method of going about this?
Okay I have some new data related questions. There are a few abilities and issue I am having complications with right now. I will list them all below with my explanation as what I am confused about in their regards:
1. Advanced Construction
Unclear how to have multiples scvs building a structure at once, but I think the build time is just increased using behaviors.
2. Swann's Repair drones
I am just unsure about how to get the drones to start mining gas.
3. How to specify portrait actors to use in place of regular models?
I am trying to create certain portraits with Glaze models. I am already aware of how to add the glaze, but not aware as to how to add portraits with new types of glaze materials.
4. How does one copy XML code?
The reason I ask this is because I am using a Mac so I am unsure if I am unable to copy it due to a problem with the Mac editor or something else. I want to try and take a crack at adding those overhanging UIs now that I think I may know how to. Is there a specific thing that needs be done to copy XML code? I know its necessary to be in the XML view so you know.
5. How to modify behaviors using other behaviors?
I already remember you telling me about the damage response sections and how to modify damage that way. Another thing I wanted to know was how to modify behaviors in other sections such as map sight for example. I have a behavior that temporarily makes the entire map go dark, but also reduced range. However I want it to be applied to the caster as well. Now I already now a way of doing this by just changing around the set that the behaviors are in, but I wanted to know this in case it could be really useful in the future to know.
6. You said earlier that I may run into problems with the Bile Launcher if I attached its model through that method I said earlier.
Could you please elaborate on these potential issues?
Okay I will try to do in the regular way. The next question that I had to ask was about file optimization. I've read that game files shouldn't generally exceed 20 mb(the main ones at least). What I wanted to know is this. If I publish a mod online specifically just with custom assets, but then link it to the main file and publish that one, will it have a much faster loading time? I currently use about 140 mb of space just with one mod as there is so many custom assets in it. I wondered about some ways to decrease loading times for players in the menu. Many people have chosen not to join my game due to long loading times.
Jackpot. This advice was incredibly helpful. Not only have I managed to solve a number of issues that have been plaguing me for quite a while, but I also managed to in the process solve that issue of attaching the bile launcher to Stukov crawler legs model. It was much simpler than I thought it was going to, but while piecing the puzzles together, I noticed an event called "Attach Model". After looking at the settings for it, I was able figure out how its done.
My next question is probably a simple one. I wanted to know how I would add sound to Protoss structures when they are warping in. I tried adding that warp in sound with unit construction.finish, but it plays after the unit is created.
Alright. About high time I've gotten down to resolving all the issues in this thread before it goes to the grave. I am bringing up this thread mainly to keep the bulk of my data questions organized in one spot and as of lately there are more that I have to ask. Hopefully no more extreme problems with the editor cropping up. I wanted to start off by asking how would one go about properly changing the models of certain units after an upgrade has happened and also adding certain walking animations. I am trying to get the hunter and splitter baneling to perform their "Walk Superior" animation once they upgrade their speed? I am going to also look over this thread for questions and previous things that I meant to get resolved a while ago. Its just that one question for the moment.
In reply to DrSuperEvil:
In reply to DrSuperEvil:
Yea I wish I had tried that first. This fixed the problem. Didn't think it would be that simple cause of another similar issue I had a while ago. I have 4 more questions for today.
1. How get weapons and missile abilities to launch from a specific attachment point?
Some of the new units that I have used copied weapons and as such, the new weapons and abilities have the weapons being shot from the wrong place. I know that there has to be a right way of getting them to shoot from a specific desired point, but I am not sure how. Maybe it has nothing to do with attachment points, but offsets?
2. Allowing Allies to build on creep
I don't want enemies to be able to build on creep, but still allow allies to build on it. Some of the factions I have in this mod use creep widespread quite a bit.
3. Which action commands in the trigger editor would be needed to order a newly spawned unit to a specific point?
I know this is not data, but its the only question I have about triggers for right now. I've been making multiple attempts to get the griffin to spawn and move to a specific point. However for right now I am trying to do this without the extra caster unit to practice. There is numerous other units that I'd like to have spawned then move to a specific point as well.
4. How to set up a first person mode view?
This may be somewhat beyond my scope for the moment, but I wanted to experiment with this. I've seen some mods set up first person view modes for units and have them do specific things. I may not have first person mode in this mod, but I wanted to try out how to examine interesting possibilities, but I am unsure how to set this up. I assume it has something to do with the camera actions in the trigger editor or whatever they are called.
5. Understanding Aliases
Recently I decided to try working on a whole bunch of upgrades for +1 armor and +1 damage for each faction. The thing though is that I think I might have done it the very long way. I made 6 sets of requirements for each upgrade as well as 3 sets of upgrades for each faction. Now I wondered if there was a more efficient faster way to get all of this done. My understanding is that Alias are often used for things like this to save time, but I don't understand what they are, how to create them and how to apply it to this situation.
In reply to DrSuperEvil:
In reply to DrSuperEvil:
In reply to DrSuperEvil:
Alright. I am going to look up some good splats and as for state monitors. I think I have an understanding of how those work. I do have another question that I was hoping you might be able to answer before the day is over. Thank you very much again for all the help so far! This question might be really easily, but I have a list of like 102 data related issues that I am trying to get done in order to get this mod up to par! My next question is about how to reduce the ghost nuke time to drop? For heroes such as nova, I've been wanting to make it a bit shorter, but I am not sure which field I need to input arrange this.
Okay. The last 2 problems are solved. My next question is about is how to change the textures of landscape via events preferably? I have a structure that causes it to start snowing and I would like it to change the texture of landscapes once it starts snowing. Even if it looks rather blocky, I'd still like to try it. I wanted to know how I'd go about doing this?
In reply to DrSuperEvil:
In reply to DrSuperEvil:
Okay I have some new data related questions. There are a few abilities and issue I am having complications with right now. I will list them all below with my explanation as what I am confused about in their regards:
1. Advanced Construction
Unclear how to have multiples scvs building a structure at once, but I think the build time is just increased using behaviors.
2. Swann's Repair drones
I am just unsure about how to get the drones to start mining gas.
3. How to specify portrait actors to use in place of regular models?
I am trying to create certain portraits with Glaze models. I am already aware of how to add the glaze, but not aware as to how to add portraits with new types of glaze materials.
4. How does one copy XML code?
The reason I ask this is because I am using a Mac so I am unsure if I am unable to copy it due to a problem with the Mac editor or something else. I want to try and take a crack at adding those overhanging UIs now that I think I may know how to. Is there a specific thing that needs be done to copy XML code? I know its necessary to be in the XML view so you know.
5. How to modify behaviors using other behaviors?
I already remember you telling me about the damage response sections and how to modify damage that way. Another thing I wanted to know was how to modify behaviors in other sections such as map sight for example. I have a behavior that temporarily makes the entire map go dark, but also reduced range. However I want it to be applied to the caster as well. Now I already now a way of doing this by just changing around the set that the behaviors are in, but I wanted to know this in case it could be really useful in the future to know.
6. You said earlier that I may run into problems with the Bile Launcher if I attached its model through that method I said earlier.
Could you please elaborate on these potential issues?
________________________________________________________________
I also have some more advanced questions coming up, but I would like to finish these first so I can focus more of my energy on them when ready to.
In reply to DrSuperEvil:
In reply to DrSuperEvil:
In reply to DrSuperEvil:
Alright. About high time I've gotten down to resolving all the issues in this thread before it goes to the grave. I am bringing up this thread mainly to keep the bulk of my data questions organized in one spot and as of lately there are more that I have to ask. Hopefully no more extreme problems with the editor cropping up. I wanted to start off by asking how would one go about properly changing the models of certain units after an upgrade has happened and also adding certain walking animations. I am trying to get the hunter and splitter baneling to perform their "Walk Superior" animation once they upgrade their speed? I am going to also look over this thread for questions and previous things that I meant to get resolved a while ago. Its just that one question for the moment.
In reply to DrSuperEvil: