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    posted a message on The correct way to do update a Texture? (Solved)

    I setup a texture swap in one of my actors, but could not get it to work.

     

    It throws an error when I do anything related to the texture, and SC2 actually crashes when I run the map.

     

    This is what Ive got setup:

     

    Actor Events+:

    ActorCreation

    • = TimerSet, 0.1, TextureSwapper

    TimerExpired

    • >TimerName TextureSwapper
    • =TextureSelectById CraterAD

     

    Model Texture Declarations+:

    Index 0

    • Adaptations Index 0:
      • Applies To File: Enabled
      • Applies To Innate: Enabled
      • Slot: main
      • Prefix: blastsmear1

     

    Texture CraterAD Fields:

    File: Assets/Textures/blastmark4.dds

    Slot: main

     

    Posted in: Data
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    posted a message on Non Racial Buildings?

    So then there is nothing outside of the editor fields happening "behind the scenes" in the various racial building parents?

    Posted in: Data
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    posted a message on Non Racial Buildings?

    I recently noticed I had mistakenly parented a bunch of the actors for my military units under my Worker unit's Actor.

    (I think I started off duplicating the worker unit and never noticed the parenting afterwards and it just spread as I made more units. :P )

     

    So I went about re-parenting them all to CActorUnit and noticed that ALL of the red text in the Events+ tree disappeared.

    This leads me to think that the red text includes "this is different from the parent", rather than just errors.

    Well being a bit anal about that kind of stuff, I decided I wanted to "re-parent" everything.

     

    Except I cant seem to find a singular base Building Actor that racial buildings are parented to.

    Ive been using TerranBuilding, but it comes with a whole mess of Events+ supporting their buildings that can morph, and fly. Cleaning all that unnecessary faff (unnecessary for my buildings) is well enough but I don't know what to re-parent to.

    I mean, I could just go to CActor, or CActorBase, but I don't want to divorce the buildings from any special stuff that the building parents add.

     

    So I guess my question is: Does anyone know what the Racial Building Parents add to Units, that I would lose by parenting them to CActor/Base, and if any of that is parity across all races and important to making units act like structures?

    Posted in: Data
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    posted a message on What all is the Hidden Filter used for?

    Unit compare Cargo only seems to be interested in comparing capacity.

    How do you compare the units within?

     

    I tried to use Iterate Transport to target a specific unit within the transport, but I can't seem to issue a "Unload Target" or "Unload Unit" command that ONLY unloads that specific unit. It either unloads the entire transport, or doesn't work at all. :(

     

     

    Posted in: Data
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    posted a message on What all is the Hidden Filter used for?

    After looking around online, I read that the Hidden filter is used when a unit is in a cargo container?(like in a bunker)

     

    Im a bit worried about using it tho. Is the Hidden filter used for anything else?

    My intent is to have a period behavior that has an effect chain that at some point orders a garrisoned unit to leave the bunker.

    But to do that I need a validator that checks if the unit is actually in a bunker, so the order won't interfere with anything else in the effect chain.

    But if the game uses the Hidden filter for something else of importance I don't want it breaking if the unit became hidden but was not in a bunker.

     

    What all is Hidden used for?

    Or better yet is there a validator that can directly check if the unit is in a transport, as called from the unit being transported and not the bunker?

     

    EDIT:

    Lol ok I got what I wanted working by making the following Validator:

    Validator: Unit Behavior State: Behavior State - Unit Attribute On - User 1

    Validator: Enabled: Enabled

     

    Then applying a behavior to transported units that set Unit Attribute On - User 1 to true.

     

    Still would like to know more about Hidden tho.

     

     EDIT2:

    Can't seem to get the garrisoned unit to leave the bunker.

    When called from an effect on the garrisoned unit, using Caster Outer would reference the Bunker that unit is in right?

    Posted in: Data
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    posted a message on How to set "Range Actor" color by player? [solved]

    True.

    I haven't found a way to directly get the player color from the Events+ entry, but you can check against PlayerID.

    So if you have fixed colors you can do:

     

    ActorCreation

    > PlayerID 0 0

    = Set TintColor (255,0,0)

     

    ActorCreation

    > PlayerID 1 1

    = Set TintColor (255,150,0)

     

    ActorCreation

    > PlayerID 2 2

    = Set TintColor (0,255,0)

     

    ActorCreation

    > PlayerID 3 3

    = Set TintColor (150,255,0)

     

     

    Im not fully familiar with the Events+ entry yet.

    But if there is a way to reference a custom global variable array of colors, then you can track and set that array via triggers, then reference that array to set the tint color. I know you can setup a custom variable array of colors in the trigger tab, I don't know how to make it global and reference-able by actor events tho.

    Posted in: Data
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    posted a message on How to set "Range Actor" color by player? [solved]

    Does ActorCreation > Set TintColor (x,x,x) in the Events+ of the Range Actor not work?

    Posted in: Data
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    posted a message on How to Move a unit through an Issue Order Effect? (Solved)

    PROGRESS!

     

    I haven't succeeded in a move command yet, but I did get a repair command through.

    What was most helpful was setting up a "Debug Projectile". I called a Missile Launch effect from caster to whatever target Im passing on to the next Effect, and it GREATLY help me to identify what the effect's setting were trying to do.

     

    This success is technically all I need to do what I want.

    (Every set amount of time X unit will go to a random friendly unit of Y class and cast a custom ability on it)

    That said, I still want that Move command as it would be useful for other traits I can add to units. :)

     

    EDIT:

    And move command works.

    I now have a chain of behavior triggered effects in which I can choose to either move to a target point, move to the target point of a specified unit, or order the repair of a specified unit. :D

    Posted in: Data
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    posted a message on How to Move a unit through an Issue Order Effect? (Solved)

    Hmm... Didn't realize Issue Order required a duration. Thought it was a one shot thing...

     

    Still... The alert goes off now so its being called, but the units still don't move.

     

    EDIT:

    Im going to reiterate some of my previous tests with the duration change, to see if that changed something.

     

    EDIT2:

    Something interesting:

    After my previous tests still failed to get a result I decided to try to find a baseline.

    Meaning an instance when Issue Order would work.

    Right on the first attempt I got a success, by changing the order to "Stop".

    I tested by having it apart of a set that had Apply Behavior Wander in the second index.

    Workers that are Gathering do not stop to Wander on their own, so if the workers started wondering when I got the Alert message I knew the Stop Order was successful. And indeed it was.

    Im not sure if the Move command requires a preceding Stop command, since I had plenty of workers inactive during those tests, but Im going to test that too anyway.

     

    EDIT2.1:

    As I suspected Move still doesn't work even with a preceding Stop.

     

    EDIT:2.2:

    Something weird.

    I duplicated the Move Ability and called it "MoveTest", but it did not show up in the Effect's Ability selection list, until I renamed it to something else. (named it PapPap just from frustration)

    Posted in: Data
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    posted a message on How to Move a unit through an Issue Order Effect? (Solved)

    Buff Behavior, Type: Buff

    -Behavior Flags: Permanent

    -Effect Periodic: Starting Set Effect

    -Period: 10

     

    Starting Set Effect, Type: Set

    -Effects+

    ---Secondary Set Effect

    ---Resource Drain Effect (drains terrazine)

    Minimum Count: 2

    Maximum Count: 2

     

    Secondary Set Effect, Type: Set

    -Effects+

    ---Create Persistent Effect

    ---Apply Behavior Effect (applied behavior makes the unit Uncommandable and Unselectable)

    Minimum Count: 2

    Maximum Count: 2

     

    Create Persistent Effect, Type: Create Persistent

    -Period Effects+ : Issue Order Effect

    -Periodic Offsets+ : (0,7,0)

    -Period Count: 1

    -Location Offset - Start: Caster Unit/Point

    -Location+ : Target Point

    -Location Offset - End: Target Point

     

    Issue Order Effect, Type: Issue Order

    -Ability: Move

    -Player: Caster

    -Unit: Caster

    -Target: Create Persistent Effect, Target Point

     

    Ive tried this chain without the Apply Behavior Effect as well and it made no difference.

     

    Posted in: Data
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    posted a message on How to Move a unit through an Issue Order Effect? (Solved)

    I have a Behavior that periodically calls and effect that is meant to order the unit to different locations.

    I currently got an incomplete work around using Apply Behavior > Wander.

    It works for now but eventually I want to order the unit to specific points or offsets.

     

    I tried the Effect: Issue Order but could not get it to even be called.

    (I put an alert sound in it so I could now when it gets called, but never heard the alert sound)

     

     

     

    Posted in: Data
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    posted a message on How to make a unit move into range before casting the ability? (Solved)

    Turns out that Effect: Effect Range+ and (Basic) Stats: Range+ are not redundant.

    Effect: Effect Range+ appears to be the maximum "acquisition" range.

    Meaning if it is higher than (Basic) Stats: Range+, then the unit will move into range before firing.

    Posted in: Data
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    posted a message on How to make a unit move into range before casting the ability? (Solved)

    Ability Flags:

    Abort on Alliance change

    Allow Movement

    Allow Movement Suppressed

    Allow Turning Suppressed

    Channeling Minimum

    Range Use Caster Radius

    Reapproachable

     

    Everything else in Stats: Flags+ is unchecked.

    Ive tried having ALL those flags unchecked and it made no change.

     

    EDIT: Figured it out. See below.

    Posted in: Data
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    posted a message on In what order do ability stages fire? (Solved)

    At the time I was using Abil.Ability.Cursor to spawn it.

    I thought I could use the Search Area Effect to point it to the caster, but that didn't work.

     

    I just got it working tho. 

    It was WAAAAY simpler than I imagined. lol XD

     

    No need to attach to the cursor effect at all.

    All I did was set up the following Actor Event tree:

     

    Abil.HCDroneRocketBarrage.ButtonHoverOn

    -Create

    Abil.HCDroneRocketBarrage.ButtonHoverOff

    -Destroy
    Abil.HCDroneRocketBarrage.TargetOn

    -Create
    Abil.HCDroneRocketBarrage.TargetOff

    -Destroy

     

    It doesn't display at first if the cursor is on the HUD, but once the cursor moves into the actual world space it spawns and remains there until targeting is done.

    (haven't tested Canceling Targeting yet)

     

    EDIT:

    Canceling works fine. ;)

    Gotta say SC2's music is great for enhancing that "feel good" feeling you get when you accomplish something at the tail end of some extended frustration. XD 

    Posted in: Data
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    posted a message on In what order do ability stages fire? (Solved)

    Order found.

    Turns out the stage related entries are apparently already listed in the order they are called. :P

    The only ones Im unsure of(their buttons did not display) are Approach, Wait, and Bail.

    But considering the context and the fact that the other Stages match I think its a safe bet to assume they are listed in order.

     

    EDIT: I got the range indicator to work by adding it to an effect set with my target Point Cursor.

     

    EDIT2: Nvm. That just put the Range indicator at the target point. Even when I set ALL the location points to Caster. :/

    Posted in: Data
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