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    posted a message on Attachment Issue

    Apologies for the double-post, but I asked the question on The Hive Workshop and user Dr Super Good (honestly though DSE and DSG were the same person initially, lol) gave this possible explanation of why it might not be working:

    Quote from Dr Super Good:

    The problem is that the attachment offset is only updated when the unit moves (position or rotation changed). While the unit is stationary the offset does not update so the attachments do not bob up and down with the starport. However if the starport is moving then the attachment positions are being updated and so it does bob up and down with the attachment points.

    Currently I have found no solution to this. I think DrSuperEvil did but I recall it being hacky at best.

    Below is the download link to demo map of the unit setup in the exact same way it is in my .SC2Mod file. If anyone wants to take a crack at it, I would be grateful. http://www.hiveworkshop.com/attachments/invasionplatform_testmap-sc2map.249433/

    (How do you embed link in text on this website? Most of the markups make no sense to me)

    Posted in: Data
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    posted a message on Attachment Issue

    you mean create another model actor with a tiny marine model (or the stock invisible model maybe?) which attaches to the overhead of the starport and then attach the turbine model actor to the marine?

    EDIT: Well at first it seems work in the editor, but when I test it the attached models still refuse to follow the airborne up-and-down movements. I tried multiple models from marine, baneling, phoenix and the invisible model. All work in-editor, but don't once I test the map in-game.

    PS: not sure if it's relevant information, but I'm testing this from a .SC2Mod file and spawning the units on Init with triggers.

    Posted in: Data
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    posted a message on Attachment Issue

    I'm having a little visual bug where an attached Model Actor won't follow the motions of an attachment point. Here's a video showcasing the problem:


    I checked in the cutscene editor and the starport's Overhead attachment moved with it as the model bobs up and down while it's lifted off. The problem I'm getting is that, as you can see, the attached Model Actors don't follow the subtle up and down airborne movements. Both the undeployed reactor and the turbine on top of the Starport are Model Actors. They're both hosted on the Unit Actor of the Starport. The attachment site operations used are, in this order:
    - The default Overhead attachment
    - A local offset site operations

    Here's a screenshot of the events of the Turbine Model Actor: a

    Can anyone help me fix this?

    Posted in: Data
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    posted a message on LifeForce Campaign Creator Interview

    Oh, dear, so many replies! I never really thought about doing more interviews, but I'll definitely think about it. I'll take a look at Perfect Soldier and Annihilator :)

    Posted in: Map Review
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    posted a message on LifeForce Campaign Creator Interview

    Hey guys, so I interviewed Bilxor about his awesome campaign, LifeForce, and you can read it right now. Big thanks to Bilxor for the work he put into LifeForce, that campaign was a blast to play. Can't wait for the next 4 maps :)

    http://ludumism.com/lifeforce-campaign-creator-interview/

    Posted in: Map Review
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    posted a message on StormCraft Armies: Rise of Strom

    Maybe you could implement a system where the unit costs increase every time you train a unit, up to a limit of 300% price increase or something. This way you're not penalised by steep prices early game, and by late game you'll be limited from training an excessive amount of units by sheer lack of resources since they're so expensive. Losing units does not make the prices drop.

    That being said, limiting by unit type might be easier to balance, so nvm that :D

    Posted in: Map Feedback
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    posted a message on StormCraft Armies: Rise of Strom

    gave the map a try and played Orc and Niadra's Brood. One thing that bugged me was the cost of units and buildings - I guessing the aim here is to have a more slower-paced game? Dunno, I suppose it plays differently than with something like warcraft 3. Also widening the aoe of Niadra's Noxious Creep might help too considering she doesn't appear to have any other way of spreading creep (besides building costly expansions, which don't spread that much more creep anyway.

    It's an interesting project, to be sure. I wish you the best of luck :)

    Posted in: Map Feedback
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    posted a message on StormCraft Armies: Rise of Strom

    Well this certainly looks impressive (I think I saw the map on ModDB too), but I couldn't find the map on the Arcade (on America server), but that may have been my Internet connection acting up.

    Quote:

    (The link above workes insie StarCraft 2 Game Client. Simply past it in the client and the mod will automatically open. Alternatively, you can navigate to "Arcade" section of the game and search for "SCA: Rise of Strom" without quoting marks.

    There are no links :\

    Posted in: Map Feedback
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    posted a message on Purifier Doodad Location

    Okay, for some reason I forgot that doodads were separate from destructibles... I guess that's what happens when I don't touch the editor for over a year :D

    Can a mod close this thread plz? Found what I was looking for :)

    Posted in: Artist Tavern
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    posted a message on Purifier Doodad Location

    Not sure if the right forum, but anyway, anyone know where I can find the following model in the editor? I can't seem to find it, even with the Void (Mod) and Void (Campaign) Dependecies loaded up. Most of the other Purifier stuff I have access to, but it's just this specific model I can't find.

    Purifier Stasis Field Thing

    Posted in: Artist Tavern
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    posted a message on Modifying existing models

    Hello, I need help with modifying some protoss models by removing some parts, modifying shapes and adding attachment points. Adding team colour would also be great.

    Archon: remove the glowing psionic aura thing so that I'm left with just archon.

    Protoss Mothership: I'd like to have the three 'wings' that extend outwards removed. The dome-shaped shield as well. In essence, I need only the central rotating part, the sperical center with the three downward-curving arms connected to it. and the gem.

    Mothership Core: I'd like the holographic blue parts removed so that I'm left with just the orb and its center that keeps rearranging itself.

    Protoss Stargate: could someone remove the bottom part and replace it with the smaller prong directly opposite it? I'd like to use it like a crown.

    ShipMiscParts_02.m3: this doodad looks like a ring that's pointy on opposite ends (two pairs of projecting points, actually). If anyone could just turn it into a regular ring without any pointy ends, that would help me out tremendously. Oh and if it has no attachment points, could you just add one at it's center?

    ProtossCrates_02.m3: that crate has no attachment points that float with the globe that bobs up and down. Could someone please add that?

    ShipDisplays_04.m3: this doodad looks like a floating protoss camera thing with horns. It's angled upwards, so I'll need it to face slightly downward so it's beam is facing horizontally. Looking at it from behind is see-through, so maybe add some plating back there.

    StarshipHoldingPen.m3: for some reason, this model stacks it's own height upon itself or something when it's not the primary model and for that reason it's fying height increases when it moves. I'm told it's because it has no attachment points? So, please give it an origin point or something.

    ProtossWarpInPadFlat.m3: same problem as above. Stuff gets floaty when this model is attached to another :\

    Science Vessel: remove the spinning satellite dish.

    Tech Reactor: remove cables and shrink base to about half it's size. Position reactor to be aligned with origin so that it's not offset when I try to attach it.

    Siege Tank: remove cannon. DON'T remove attachment point though.

    I realise those are a lot of models, but hopefully, the edits I requested are minor. Any one of these would be great. Thanks for reading.

    Posted in: Requests
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    posted a message on Unit ascends when it moves?

    I did. I made a new model data with that model i wanted to use and had my actor use that instead of the premade one. Still same issue :(

    Posted in: Data
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    posted a message on Unit ascends when it moves?

    Hmm, they actually don't have any attachment points. The entire unit rises when i move it, not just the components without attachment points. I use a bunch of site ops, like local offset and explicit rotation and attachment-related ones like SOpAttachTarget. They are all properly attached to the Tempest, adn I don;t get any errors or stuff that rotating incorrectly. It seems to be just some of these models specifically - if I replace the Starship Holding Pen model with something else, the unit doesn't rise in the air anymore. I've tested it with several models.

    None of the models with no attachment points are the base models. They are all hosted on something else.

    PS: There are some units that have models with not attachment points tied to them, but they dont seem to have that problem

    Posted in: Data
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    posted a message on Unit ascends when it moves?

    Ok, not sure if this is a bug or not, but I stuck a bunch of models to the tempest and set the tempest opacity to zero at actor creation. I made the attached models ignore opacity so they would show up ingame. Now, the bizarre thing that's happening is that whenever I make the tempest move, it steadily increases it's height until it disappears completely in the stratosphere.

    The culprit seems to be a model - the Starship Holding Pen (the small one). I swapped out the model for a bunker and the unit behaved properly.

    Anyone encountered this problem before? Any idea how to fix it?

    EDIT: tested some more models and I only had the problem with the Starship Hold Pen (small and large)

    Posted in: Data
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    posted a message on Weapon not firing from attached model

    The action actor seems to be controling the impact effect. When I change it's creation event to Effect.LaunchMissile.Start the impact FX happens the second the missile launches, tho the damage only applies once the projectile reaches the target. The launch location remains unchanged. I'm particularly confused by this because the Action actor has Combat: Launch Site, which has my custom Site actor. The Site actor has the cannon model as Host and it uses the cannon's weapon attachment via Site Operations (SOpAttachWeapon).

    I tried changing the events of the Site itself to create at Effect.LaunchMissile.Start (or Effect.LaunchMissile.Launch) but there was no change.

    Posted in: Data
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