The Unit actor itself has 3, DeadAnimationMacro, QueueAnim and BuildAnim. Removing BuildAnim doesn't change anything as I already said, and the other 2 seem unrelated.
All the structures were created long ago (at least pre 1.5) and are based on Terran Building (sometimes: Flyer).
I'll go through the events and other fields again, but I know I didn't add any auxilliary actors that could respond to my custom abilities.
Edit: Gah! All for nothing! Amidst all those grey events noone ever reads or needs there's a second "Create BuildingNameBuild" event, but this one referring to an existing actor for a stock Terran structure. Looks like I was lazy when I created the actors and didn't want to copy all those auxilliary pieces, though that doesn't explain where the second (invalid) set of events came from.
Well, I guess that means none of those actors were obsoleted, but this thread is now.
I know there exists this setup with BuildingNameBuild actors, ConstructionAttached Progress actors and so on. What I don't understand is how they link together and which ones are still necessary to this day.
I have an entire duplicate Terran tech tree, each structure has the existing "Build in Progress" ability but the Build ability is a copy (of SCV build). I also added a copy of the standalone Progress actor (the one that creates itself on Abil.Build.BuiltStart).
With just this, despite the "Create BuildingNameBuild" events being invalid, the construction animation plays perfectly from what I can tell, including the smaller scale animation for the Supply Depot copy. Some custom buildings don't work because they don't have the build animations (this I would like to fix), but they still display the construction model.
Now here's the part I just don't understand: When I delete the Progress actor the construction animations continue to play! The only change is that the main building model appears instantly like with the custom structures, but beneath that I can clearly make out the construction model. This behavior persists if I remove the invalid event and the BuildAnim macro, so those aren't related.
Copying the "Build in Progress" ability brings up the "referenced in actor data" warning, but I am unable to find these actors and using the copy still maintains the animations even with the above deletions.
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The Unit actor itself has 3, DeadAnimationMacro, QueueAnim and BuildAnim. Removing BuildAnim doesn't change anything as I already said, and the other 2 seem unrelated.
All the structures were created long ago (at least pre 1.5) and are based on Terran Building (sometimes: Flyer).
I'll go through the events and other fields again, but I know I didn't add any auxilliary actors that could respond to my custom abilities.
Edit: Gah! All for nothing! Amidst all those grey events noone ever reads or needs there's a second "Create BuildingNameBuild" event, but this one referring to an existing actor for a stock Terran structure. Looks like I was lazy when I created the actors and didn't want to copy all those auxilliary pieces, though that doesn't explain where the second (invalid) set of events came from.
Well, I guess that means none of those actors were obsoleted, but this thread is now.
I know there exists this setup with BuildingNameBuild actors, ConstructionAttached Progress actors and so on. What I don't understand is how they link together and which ones are still necessary to this day.
I have an entire duplicate Terran tech tree, each structure has the existing "Build in Progress" ability but the Build ability is a copy (of SCV build). I also added a copy of the standalone Progress actor (the one that creates itself on Abil.Build.BuiltStart).
With just this, despite the "Create BuildingNameBuild" events being invalid, the construction animation plays perfectly from what I can tell, including the smaller scale animation for the Supply Depot copy. Some custom buildings don't work because they don't have the build animations (this I would like to fix), but they still display the construction model.
Now here's the part I just don't understand: When I delete the Progress actor the construction animations continue to play! The only change is that the main building model appears instantly like with the custom structures, but beneath that I can clearly make out the construction model. This behavior persists if I remove the invalid event and the BuildAnim macro, so those aren't related.
Copying the "Build in Progress" ability brings up the "referenced in actor data" warning, but I am unable to find these actors and using the copy still maintains the animations even with the above deletions.