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    posted a message on (Unsolvable) Building custom structure, Structure comes out blank

      When I replaced Igloo model into MarineBlackOps, it was successful. And Invisible building problem occurs same in doodad igloo. So it is suspicious that the Igloo model itself has a trouble.

    Posted in: Data
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    posted a message on How can I re-skin units using a Mod even if the player have custom Skins?

    If you want to disable custom unit skins, go to <GamePlayData> tab and disable <CGame_EnableRewardSkins>. Combine this with Player/GameAttribute and trigger like DrSuperEvil said above.

    Posted in: Data
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    posted a message on Adjust Ability Cooldown - Attached to Unit

    You can modify cooldown easily by using ModifyUnit effect. Refer <LockOnResetCooldown> on VoidMulti dependency. It may help you.

    Posted in: Triggers
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    posted a message on [SOLVED] How could i make Marauder's stimpack autocasted?

    Sorry for reading late.

     

    You were right! How shame i am. I was thinking wrong way. The answer was [Caster Is Animating Weapon]! I don't understand why it makes it, but anyway this validator is the key! More, i gave seperated superstimpack ability to Marauder with it. But there is no matter though i give them same superstimpack ability if i set validator as set(Caster Is Firing Weapon OR Caster Is Animating Weapon). Really thank you for your favour.

    Posted in: Data
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    posted a message on [SOLVED] How could i make Marauder's stimpack autocasted?

    I didn't investigate such further yet. Just thinking it is related to LOTV PunisherGrenades.

    Posted in: Data
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    posted a message on [SOLVED] How could i make Marauder's stimpack autocasted?

    Effects have no problem - the superstimpack apply behaviour marks Sourceunit and it has no validator, nor ModifyUnit data(Only the ability has one).

     

    I think, the weapon Punishergrenades itself is the problem. When i altered Marine's weapon into Marauder's, he doesn't active superstimpact automatically. More, i altered marauder's weapon into marine's, he actives supertimpack automatically. And i added Hydralisk-Frenzy for marauder with punishergrenades for test to check if the validator(CasterIsFiringWeapon) is the matter. But he didn't even active Frenzy. Last, Marauder with PurnisherGrenades(HOTS) actives superstimpack automatically with autocast range-autocast validator(CIFW). So i concluded that Marauder-PunisherGrenades weapon(LOTV) launching is not accepted as firing weapon to CIFW validator thus it would be necessary to modify Marauder's weapon.

     

    Addition : I also have modified Stimpack in RAW VoidMultiMod data by adding autocast range/autocast validator(CIFW) if my MOD which has many additional data might occur this matter, however the result was same. I may need more verification to prove it clear.

    Posted in: Data
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    posted a message on [SOLVED] How could i make Marauder's stimpack autocasted?

    Yes. it doesn't occur error when it is casted manually. But for only marauder, he doesn't active it though i click the superstimpack button, whereas he still can active normal stimpack.

    Posted in: Data
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    posted a message on [SOLVED] How could i make Marauder's stimpack autocasted?

    Thanks for reply.

     

    Checking it, Auto cast acquire level was Offensive and i was using single validator(CasterIsFiring). Ah, also flag had no problem(Referred NovaCovertOps'). The superstimpack i'm making is used by marine and marauder together. But i don't think that is the problem. For this, i altered marauder's stimpack into marine's. So when upgrade completed, alteration might have no error.

    Posted in: Data
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    posted a message on [SOLVED] How could i make Marauder's stimpack autocasted?

    I still couldn't solve why Torrasque reincarnation malfunctions.

     

    Anyway, I decided to add Super stimpack for marine and marauder. so i modified some setting for it. As a result, i checked it works very well for Marine, but not Marauder. i added autocast range 9 and autocast validator-CasterIsFiring in Superstimpack ability. What i want is to autocast stimpack only when they attack, not other case, i tried many validators for marauder to use stimpack as i hoped. But it returned in vain. I also referred NovaCovertOpsMod but it had same way(Autocast range-CasterIsFiring) which is no use. With no choice, i had to add Superstimpack IssueOrder data to PunishergrenadesLaunchSet, the worst way.

     

    How could i make Marauder's stimpack autocasted not using Issue Order? Does Punishergrenades weapon itself have a problem? If not, then what am i missing? I'm working on VoidMultiMod.

     

    ADDITION : Basically i'm making Superstimpack upgraded from Stimpack. So it uses 2 requirements(Research condition, Research Finalization) and single upgrade which modifies Stimpack's icon and tooltips

     

     

    SOLVED QUESTION

     

    Set your autocast validator as Caster Is Animating Weapon to Marauder. Till WOL/HOTS, Caster Is Firing Weapon makes it, but in LOTV, being changed Marauder's attack, Caster Is Animating Weapon makes it.

    Posted in: Data
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    posted a message on Torrasque Reincarnation Malfunction

    USER:[d72 f] CActorModelMaterial[TorrasqueCorpseExplosion] Material model [Assets\Zerg\UltraliskEx1BDeath\UltraliskEx1BDeath.m3] has more than one material, but only exactly one material is supported

    USER:[d72 f] CActorModelMaterial[TorrasqueCorpseExplosion] Actor [d72 f] CActorModelMaterial [TorrasqueCorpseExplosion] does not support hosting

    (Two screenshots have same messages)

     

    I'm sorry. i couldn't think of small texts.

     

     

    TorrasqueCorpseExplosion /Actor - Model material - ModelAnimationStyleOneShot - Not doodad/

     

    Material type Glaze, Host subject_Selectable:implicit-implicit. HostSiteOps SOp Attach Origin. Linked model is Ultralisk(Torrasque strain) Death. Model data(TorrasqueCorpseExplosion) is totally same to HOTS torrasque setting.

     

    Posted in: Data
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    posted a message on Torrasque Reincarnation Malfunction

    Happy new year!

     

    I wanted ultralisk to be more die-hard so i decided to add Torrasque Strain for it. But it doesn't work as i expected.

    The problem is when an ultralisk dies, it somehow shows unit hp bar in sudden like first screenshot, printing error message. 

     

     Duplicated HP Bar when Ultralisk dies

     

    And when it revives, there is no ultralisk but still 'ultralisk chrysalis'. What is ridiculous is the unit is invisible but has all functions of ultralisk.

    If i drag mouse to wireframe, it shows UltraliskChrysalis(울트라리스크 번데기). whereas unit hp is based on Ultralisk(울트라리스크). You might see unit's hp status and name are different.

    Invisible Revived ultralisk

     

    I checked ability, effect and unit(TorrasqueChrysalis, TorrasqueCorpse) but there were no problem. So i certainly think that this problem is related to Model and Actor part. But i can't guess what is the problem. I referred Co-op mission mod and HOTS Ultralisk evolution map(Though they seemed no difference). I'd be glad if you give me a help.

     

     

    Addition : I use VoidMulti Dependency and this Torrasque strain is based on normal ultralisk. When upgrade is over, it adds subtitle(strain) to unit, swaps model by Actor-Validator. Not totally changing into new unit.

    Posted in: Data
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    posted a message on [Solved][Unit]Banshee attack like Phoenix

    Modification you said does not make Banshee to attack a target facing it.

     

     EDIT : Like Imperial good said, Phoenix has Turret Z attachment point but so does not Banshee. And i also tried to set Banshee Turret to refer another attachment point not Turret Z but Origin, centre, overhead. Of course it ended in failure. So i gave up for now. Thank you for your favour.

    Posted in: Data
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    posted a message on [Solved][Unit]Banshee attack like Phoenix

    Of course i did. I modified Weapon setting to movable(i referred Phoenix-Ion Cannon). But it only allowed Banshee to spread missiles, not like Phoenix :(

    Posted in: Data
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    posted a message on [Solved][Unit]Banshee attack like Phoenix

    I'm so sorry to response late. I will modify so like you told me. Thank you very much.

    Posted in: Data
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    posted a message on [Solved][Unit]Banshee attack like Phoenix

    Thank you very much. For your favour I finally found Banshee model is lack of Turret Z attachment point,whereas Phoenix model has. But then could i add attachment point manually then? I'm checking Banshee turret actor which i added and found this turret actor has Attachment :turret yaw query. As its default was Turret Z, i modified it into another attachment point like Origin, centre, overhead. But meseems it doesn't work as i hardly understand it. Even not knowing why it has index. I'll keep trying it.

    Posted in: Data
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