By scaler you mean Colossus, right? Because I went to check and that was the mover being used.
As for the ammo units, are you sure that won't make the units just bypass others? Because I still want the others' collision to count. I'll go test it at all now.
The difference in period is because Selendis has the Graviton Catapult upgrade developed by default; she launches Interceptors more quickly. No idea what's with the create persistent effect.
Okay, so I went to look in your map and turns out your ammo unit was using a Ground mover, mine's been using a Seeker Missile mover the whole time. So I went to my map, set the Mover to Ground (it's gonna collide with ground units) and it worked! My god, am I happy =P after 2 months of attempts.
Got a few problems left:
* If you didn't notice, there's an error occurring still, but I think that one's related to Actors. The Colossus actor does not clone properly and I have no idea why. Its legs are still not moving and its attack animations were playing weirdly. I added this: WeaponStart.Selendis --> AnimPlay Attack Stand,Channel,Start and this: AnimDone --> AnimClear Attack. I assume one of them is responsible for this issue?
(NOTES: Selendis is just the ID for the host unit's weapon, I'm using Selendis's Hero Interceptor Launch to do this; Attack is just an Identifier)
* The ammo units are sometimes refusing to come back to the host.
* Due to colliding with other objects, the scarabs (ammo) are, like regular units, pushing away other units to make their way to the targeted location. How to make them attempt to find a way AROUND other units and prevent scarabs from PUSHING other units?
I found something odd; while Carriers are linked to two effects, Selendis only has one. I didn't check what type, but I loaded the last mission from the Prophecy plot and it didn't contain any mission-specific changes.
I'll try adding speed and acceleration to my unit then.
Got some developments. I'm remaking my mod completely and decided to give this a shot again. At least the unit is actually putting out the projectiles now, but they don't seem to go anywhere. I assume it's a problem with the Mover? Does the Seeker Missile Mover needs speed and acceleration?
What I really didn't want was to have someone else do this for me. It is not the first time I'm having this problem, something that's the exact copy of another working something but doesn't actually work, and I need to somehow get over this and find out why it happens. I'm quite unlucky by nature, but still.
Anyway, I've been checking the units and found differences. The ammo unit has the baneling explosion ability. I gave mine the Broodling Escort or Broodling Strike, I don't know which anymore (could check in the previous page of the thread), because I thought I needed it to get the ammo unit to move forward?
Interesting that you did not modify the weapon at all, you didn't create any new effects, nor did you change any buttons, but it displays the infested terran icon for ammunition purchasing? How?
I'll check the differences between the carrier's interceptor launching weapon and my weapon. I'm nearly certain that they should be equal, but I'll check anyway.
Yes yes, I figured it out afterwards. What the pheck is with this new way of downloading anyway...
In a preliminary analysis, I see no differences between my ability and DSE's, as I predicted, but I'll look into it further.
Something's wrong with that, it won't let me download.
There is no details to the error message. It only says "Error" when I right-click a unit (and yes, I've tried left-clicking the Attack button and then the enemy).
I just changed the actor because I googled the error and it seems that it may be associated with actors and not the abilities themselves, but I only ended up with 1 more error adding up to the one already there. I'm still hoping that they're associated with actors and that, like with the carrier, the Arm Magazine is expecting weapons with Create Persistent effects or so (I've been studying the Carrier attack and am gonna attempt to mimic it), because else I'll either attempt to remake the ability completely or just give up: every field is equal to that of the carrier's arm magazine (with exception of the unit of course), there's no reason why this isn't working and the time and effort this is taking is ridiculous and ridiculously fruitless.
I am not using the original carrier hangar, I created a new ability for it. Contrary to what I thought, I also didn't tick Define Default Values it seems.
Is there any tutorial that explains actors? I get why actors exist and I have more or less of an idea of how they're supposed to work, but I haven't been too successful attaching it to my unit.
But I linked the mod so that someone could tell me what I'm doing wrong. Tell me, is it bad to make a new object define default values (I think that's the option, not sure right now)? Because every object for which I tick that option always malfunctions in some way. Remember me saying a unit would not show up on any lists? I had made it define default values. I have this feeling that I might end up duplicating the carrier hangar, make both my current and the duplicated abilities' fields match completely, and the latter will work while the former won't. It's annoying how an editor this complex screws up in such small things.
I think the problem is in the ability, given that the ability has no effects and the error occurs when the Scarab finishes building.
Anyway, do you mind trying to use my mod in a map? Someone else reported it ordering you to be «taken to a menu which no longer exists»?
Also, how do I get internal magazines to still display ammunition available? It's set to 0 no matter how many I have, like you see in the screenshot.
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By scaler you mean Colossus, right? Because I went to check and that was the mover being used.
As for the ammo units, are you sure that won't make the units just bypass others? Because I still want the others' collision to count. I'll go test it at all now.
The difference in period is because Selendis has the Graviton Catapult upgrade developed by default; she launches Interceptors more quickly. No idea what's with the create persistent effect.
Okay, so I went to look in your map and turns out your ammo unit was using a Ground mover, mine's been using a Seeker Missile mover the whole time. So I went to my map, set the Mover to Ground (it's gonna collide with ground units) and it worked! My god, am I happy =P after 2 months of attempts.
Got a few problems left:
* If you didn't notice, there's an error occurring still, but I think that one's related to Actors. The Colossus actor does not clone properly and I have no idea why. Its legs are still not moving and its attack animations were playing weirdly. I added this: WeaponStart.Selendis --> AnimPlay Attack Stand,Channel,Start and this: AnimDone --> AnimClear Attack. I assume one of them is responsible for this issue?
(NOTES: Selendis is just the ID for the host unit's weapon, I'm using Selendis's Hero Interceptor Launch to do this; Attack is just an Identifier)
* The ammo units are sometimes refusing to come back to the host.
* Due to colliding with other objects, the scarabs (ammo) are, like regular units, pushing away other units to make their way to the targeted location. How to make them attempt to find a way AROUND other units and prevent scarabs from PUSHING other units?
Thank you in advance!
I found something odd; while Carriers are linked to two effects, Selendis only has one. I didn't check what type, but I loaded the last mission from the Prophecy plot and it didn't contain any mission-specific changes. I'll try adding speed and acceleration to my unit then.
Got some developments. I'm remaking my mod completely and decided to give this a shot again. At least the unit is actually putting out the projectiles now, but they don't seem to go anywhere. I assume it's a problem with the Mover? Does the Seeker Missile Mover needs speed and acceleration?
No, I haven't =P
But then what causes the ammo unit to be ordered to attack the target?
What I really didn't want was to have someone else do this for me. It is not the first time I'm having this problem, something that's the exact copy of another working something but doesn't actually work, and I need to somehow get over this and find out why it happens. I'm quite unlucky by nature, but still.
Anyway, I've been checking the units and found differences. The ammo unit has the baneling explosion ability. I gave mine the Broodling Escort or Broodling Strike, I don't know which anymore (could check in the previous page of the thread), because I thought I needed it to get the ammo unit to move forward?
Interesting that you did not modify the weapon at all, you didn't create any new effects, nor did you change any buttons, but it displays the infested terran icon for ammunition purchasing? How?
I'll check the differences between the carrier's interceptor launching weapon and my weapon. I'm nearly certain that they should be equal, but I'll check anyway.
Yes yes, I figured it out afterwards. What the pheck is with this new way of downloading anyway... In a preliminary analysis, I see no differences between my ability and DSE's, as I predicted, but I'll look into it further.
Yes =P it's a bunch of text with symbols.
Something's wrong with that, it won't let me download.
There is no details to the error message. It only says "Error" when I right-click a unit (and yes, I've tried left-clicking the Attack button and then the enemy).
Well duh, of course it does =P
My weapon refuses to target anything. When I order the attack, it just says "Error". =\
Nop, why would it? I haven't changed anything.
I just changed the actor because I googled the error and it seems that it may be associated with actors and not the abilities themselves, but I only ended up with 1 more error adding up to the one already there. I'm still hoping that they're associated with actors and that, like with the carrier, the Arm Magazine is expecting weapons with Create Persistent effects or so (I've been studying the Carrier attack and am gonna attempt to mimic it), because else I'll either attempt to remake the ability completely or just give up: every field is equal to that of the carrier's arm magazine (with exception of the unit of course), there's no reason why this isn't working and the time and effort this is taking is ridiculous and ridiculously fruitless.
I am not using the original carrier hangar, I created a new ability for it. Contrary to what I thought, I also didn't tick Define Default Values it seems.
Is there any tutorial that explains actors? I get why actors exist and I have more or less of an idea of how they're supposed to work, but I haven't been too successful attaching it to my unit.
Ask your brother^^
But I linked the mod so that someone could tell me what I'm doing wrong. Tell me, is it bad to make a new object define default values (I think that's the option, not sure right now)? Because every object for which I tick that option always malfunctions in some way. Remember me saying a unit would not show up on any lists? I had made it define default values. I have this feeling that I might end up duplicating the carrier hangar, make both my current and the duplicated abilities' fields match completely, and the latter will work while the former won't. It's annoying how an editor this complex screws up in such small things.
I think the problem is in the ability, given that the ability has no effects and the error occurs when the Scarab finishes building. Anyway, do you mind trying to use my mod in a map? Someone else reported it ordering you to be «taken to a menu which no longer exists»? Also, how do I get internal magazines to still display ammunition available? It's set to 0 no matter how many I have, like you see in the screenshot.