Ok what the hell am I doing wrong... I don't see where the problem is...
This is the actor I created for the construction animation. I copied the construction animation from a bunker being built and changed the model/name/ ETC:
Field Auto Turret Build
Actor - Add To Proximity System Enabled
Actor - Aliases (_Snapshot|_TerranBuildModel)
Actor - Copy Source
Actor - Filter
Actor - Flags
Actor - Fog Visibility Snapshot
Actor - Local Offset For 2nd Visibility Test (0.000000,0.000000,0.000000)
Actor - Sharing None
Animation - Animation Blend Time -1.0000
Art - Auto Scale Factor 0.0000
Art - Model Auto Turret Build
Art - Model Flags Allow Hit Test, Needs Volume Monitor, Use Synchronous Seed
Art - Scale (1.000000)
Editor - Editor Categories DoodadType:NotDoodad
Editor - Editor Comment
Editor - Editor Description
Editor - Editor Name Auto Turret Build
Editor - Editor Prefix
Editor - Editor Suffix
Event - Event Footprint +
Event - Event Sound +
Event - Events + (UnitConstruction.*.Finish|UnitConstruction.*.Cancel|ActorOrphan|ActorCreation):(|||):(Destroy|Destroy|Destroy|Create TerranConstructionAttached)
Event - Macros
Event - Remove +
Event - Terms
Hosting - Host + _Selectable:Implicit:Implicit:Disabled
Hosting - Host For Properties + Implicit:Implicit:Disabled
Hosting - Host Site Operations + SOpShadow TerranBuildingFacing:Disabled:Disabled
Hosting - Host Supporter + Implicit:Implicit:Disabled
Hosting - Hosted Attachments +
Properties - Accepted Property Transfers Cloak Effect, Local Tint Color, Opacity, Physics State, Scale, Scale Variance, Team Color, Tint Color, Visibility, Warp Group
Properties - Accepted Transfers Position, Rotation
Properties - Inherit Type Continuous
Properties - Inherited Properties Cloak Effect, Opacity, Scale, Team Color, Tint Color, Visibility, Warp Group
This is the unit's actual ACTOR:
Field Auto Turret
Actor - Add To Proximity System Enabled
Actor - Aliases (_Unit|_Selectable)
Actor - Copy Source _Unit
Actor - Filter
Actor - Flags
Actor - Fog Visibility Snapshot
Actor - Local Offset For 2nd Visibility Test (0.000000,0.000000,0.000000)
Actor - Portrait Actor PortraitActor (Unknown)
Actor - Sharing None
Animation - Animation Blend Time -1.0000
Animation - Animation Turn Duration 0.0000
Animation - Baselines + (Stand|Walk):(-1.0000|-1.0000):(-1.0000|-1.0000)
Animation - Glossary Animation Stand
Animation - Stand Animation Turn Time Scale Minimum 0.0000
Animation - Variance Window Stand 1.0000
Animation - Variance Window Stand Intro 0.3300
Animation - Variance Window Walk 1.0000
Animation - Variance Window Walk Intro 0.3300
Animation - Variance Window Walk Outro 0.3300
Animation - Walk Animation Movement Speed 3.75
Art - Auto Scale Factor 0.0000
Art - Model Auto Turret
Art - Model (Build) Auto Turret
Art - Model (Editor) Auto Turret
Art - Model (Placement) Auto Turret Placement
Art - Model (Portrait) Portrait - Adjutant
Art - Model Flags Allow Hit Test, Has Player Decals, Needs Volume Monitor, Use Synchronous Seed
Art - Placement Model PlacementModel
Art - Random Scale Range (1.000000,1.000000)
Art - Scale (1.000000)
Combat - Custom Death + (||):(Protoss Small Unit Death|Terran Small Unit Death|Zerg Small Unit Death):(||):((-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)):(||):(AntiGravProtoss|AntiGravTerran|AntiGravZerg)
Combat - Death Actor Model UnitDeathModel
Combat - Death Actor Model Low UnitDeathModelUnscaled
Combat - Death Actor Sound UnitDeathSound
Combat - Death Actor Voice UnitDeathVoice
Combat - Death Effects + (Death||||Death, Eat||Death, Eviscerate|Death, Fire||||Death, Silent Kill|Death, Squish|||Death|):(Auto Turret Death|||||||||||||||Terran Building Death|):(Raven_AutoTurretExplode|||||||||||||||Raven_AutoTurretExplode|):((-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)):(AutoTurretDeathVoice (Unknown)||||||||||||||||)
Editor - Editor Animation
Editor - Editor Categories DoodadType:NotDoodad
Editor - Editor Comment
Auto Turret ...........................................................................
Editor - Editor Description
Editor - Editor Name Auto Turret
Editor - Editor Prefix
Editor - Editor Suffix
Event - Event Footprint + ():(UnitFootprint (Unknown)):(AutoTurretFootprint (Unknown))
Event - Event Sound + ():(UnitSound (Unknown)):()
Event - Events + (UnitBirth.AutoTurret|UnitBirth.Engineer|UnitRevive.Engineer|UnitConstruction.Engineer.Start|UnitConstruction.Engineer|AnimDone.*.Missing; AnimName ConstructionDeath|ActorCreation; ValidateUnit IsFlying; Option Shadow Low; CompareField ::Main UnitFlags[e_actorUnitFlagShowBlobShadow] Eq 1|ActorCreation; ValidateUnit IsNotFlying; Option Shadow Low; CompareField ::Main UnitFlags[e_actorUnitFlagShowBlobShadow] Eq 1|PreTargetingUpdate.*.Start; ValidateUnit IsNotFlying|PreTargetingUpdate.*.Stop|PreTargetingUpdate.*.Start; ValidateUnit IsFlying|PreTargetingUpdate.*.Stop|CursorUpdate.*.Start; ValidateUnit IsFlying|CursorUpdate.*.Stop; ValidateUnit IsFlying|StatusOn.*.FlyerHelper; FlyerHelperEnabled|StatusOff.*.FlyerHelper; ScopeContains FlyerHelperSplat|FlyerHelperChange; FlyerHelperEnabled; HasStatus FlyerHelper|FlyerHelperChange; !FlyerHelperEnabled; HasStatus FlyerHelper|UnitBirth.*.Normal|UnitFidget|UnitMovementUpdate.*.Walk|UnitDetectedByViewer.*.On; ValidateUnit IsHallucination|UnitDetectedByViewer.*.Off; ValidateUnit IsHallucination|UnitDeathCustomize; ValidateUnit HasAntiGravProtoss|UnitDeathCustomize; ValidateUnit HasAntiGravTerran|UnitDeathCustomize; ValidateUnit HasAntiGravZerg|Behavior.PhoenixAntiGrav.On|Behavior.PhoenixAntiGrav.Off|UnitTaunt.*.Start; Taunt|UnitTaunt.*.Stop; Taunt|UnitTaunt.*.Start; Taunt Dance|UnitTaunt.*.Stop; Taunt Dance|Abil.attack.ReadyStart|WeaponStart.*.AttackStart|WeaponStop.*.AttackStop|Abil.attack.ReadyStop|Behavior.Precursor.Off|Behavior.Precursor.Off|WeaponStart.*.AttackStart):(|||||||||ModelPretargetGround||GroundPreSelection||||FlyerHelperSplat||FlyerHelperSplat||||_HallucinationTinter|_HallucinationTinter||||||||||||||||):(Create SoundEmitter AutoTurret_Ambience|Create|Create|Create AutoTurretBuild|AnimPlay ConstructionDeath Stand,Birth,Death FullMatch|Destroy|Create FlyerShadow|Create GroundShadow|Create ModelPretargetGround|Destroy|Create GroundPreSelection|Destroy|StatusSet FlyerHelper 1|StatusSet FlyerHelper 0|Create FlyerHelperSplat|Destroy|Create FlyerHelperSplat|Destroy|AnimPlay Birth Birth 0 0.000000|AnimPlay Fidget Fidget|AnimClear Fidget|Signal HallucinationTintOn|Signal HallucinationTintOff|DeathCustomize AntiGravProtoss|DeathCustomize AntiGravTerran|DeathCustomize AntiGravZerg|ModelSuddenMotionStart|ModelSuddenMotionStop|AnimPlay Cheer Stand,Victory|AnimClear Cheer|AnimPlay Dance Stand,Dance|AnimClear Dance|AnimGroupApply Ready|AnimBracketStart Attack Attack|AnimBracketStop Attack|AnimGroupRemove Ready|Create AutoTurretReleaseMissileImpact|AnimPlay Birth Birth|AnimClear Birth)
Event - Macros (GlobalLoopMacro|DeadAnimationMacro)
Event - Remove +
Event - Terms
Hosting - Host + Implicit:Implicit:Disabled
Hosting - Host For Properties + Implicit:Implicit:Disabled
Hosting - Host Site Operations + Disabled:Disabled
Hosting - Host Supporter + Implicit:Implicit:Disabled
Hosting - Hosted Attachments +
Properties - Accepted Property Transfers Cloak Effect, Local Tint Color, Opacity, Physics State, Scale, Team Color, Tint Color, Visibility, Warp Group
Properties - Accepted Transfers Animation Properties, Position, Rotation, Textures, Status
Properties - Inherit Type Continuous
Properties - Inherited Properties Warp Group
Sound - Ability Sounds +
Sound - Group Sound Threshold 2
Sound - Group Sounds (|||AutoTurret_GroupWhat (Unknown)|AutoTurret_GroupYes (Unknown)|AutoTurret_GroupAttack (Unknown)||||AutoTurret_GroupBoard (Unknown)||||)
Sound - Placement Sound Terran_BuildingPlacement
Sound - Sounds (Raven_AutoTurretBirth|Raven_AutoTurretReady|AutoTurret_Help (Unknown)|Raven_AutoTurretWhat|AutoTurret_Yes (Unknown)|AutoTurret_Attack (Unknown)|AutoTurret_Pissed (Unknown)|AutoTurret_Movement (Unknown)|AutoTurret_Turning (Unknown)|AutoTurret_Board (Unknown)||AutoTurret_Click (Unknown)|AutoTurret_ClickError (Unknown)|AutoTurret_Highlight (Unknown))
UI - Bar Distance 34
UI - Bar Height 7
UI - Bar Offset 50
UI - Bar Width 60
UI - Cooldown Display
UI - Errors + (Can't place, location invalid):():(Raven_Pissed):()
UI - Group Icon Layer (Assets\Textures\Wireframe-Terran-AutoTurret.dds)
UI - Hero Icon Assets\Textures\btn-building-terran-autoturret.dds
UI - Highlight Tooltip Raven-Auto-Turret
UI - Life Armor Icon Assets\Textures\btn-upgrade-terran-buildingarmor.dds
UI - Minimap Icon
UI - Name Offset 30
UI - Select Ability Command
UI - Shield Armor Icon Assets\Textures\btn-upgrade-protoss-shieldslevel0.dds
UI - Shield Layer
UI - Status Bar Flags Shields, Life, Energy, Cargo, Progress, Duration
UI - Status Colors + ((255,0,0,0)|(255,0,0,0)|(255,0,0,0)|(255,0,0,0)|(255,0,0,0)|(255,0,0,0)):((255,80,80,80)|(255,80,80,80)|(255,80,80,80)|(255,77,60,15)|(255,80,80,80)|(255,80,80,80)):(((255,0,0,255))|((255,208,34,0)|(255,208,34,0)|(255,229,129,0)|(255,229,129,0)|(255,229,221,0)|(255,229,221,0)|(255,22,229,0)|(255,22,229,0))|((255,150,40,220))|((255,255,200,50))|((255,0,200,200))|((255,200,200,200)))
UI - Unit Border Normal Color (NULL)
UI - Unit Border Subgroup Color (NULL)
UI - Unit Icon Assets\Textures\btn-building-terran-autoturret.dds
UI - Unit Kill Rank +
UI - Wireframe Layer (Assets\Textures\Wireframe-Terran-AutoTurret.dds)
Unit - Unit Flags Stand Animation Birth Variation
The events in the actor for the construction is:
The construction event is:
UnitConstruction.Engineer.Start
Msg Type: Construction
Source Name: Auto-Turret
Sub Name: Start
Then below that:
Target = blank
Msg Type = Create
Parameters:
Name: AutoTurretBuild (Type is Actor)
Content: (||)
What am I doing wrong as this is seriously driving me crazy!!!!!
ALSO, what's weird is when the unit shows up, it's not rotating, but when I create a auto turret with triggers or place it on the editor, it spins.
Ok I don't understand. When you create an actor. What do I do?
Field AT Construct
Actor - Action Flags
Actor - Aliases
Actor - Beam Scope Caster
Actor - Copy Source
Actor - Filter
Actor - Flags
Actor - Fog Visibility Snapshot
Actor - Lifetime 0.0000
Actor - Sharing None
Art - Accuracy Half Arc -1
Art - Acquisition Half Arc -1
Art - Acquisition Pitch Half Arc -1
Art - Beam
Art - Container Model
Art - Impact Model
Art - Impact Model Reaction
Art - Launch Model GenericAttackLaunchModel
Art - Missile
Art - Shield Flash Type Full
Art - Shield Ripple Scale Factor 1.0000
Attachment - Container Attachment Query + Ignored
Attachment - Container Site
Attachment - Container Site Operations + Disabled:Disabled
Attachment - Damage Attachment Query + AMFilterTargetVolumes AMArcTestWeapon AMVolumesWeightedPick:Center
Attachment - Damage Reattachment Query + Ignored
Attachment - Impact Attachment Query + Ignored
Attachment - Impact Reattachment Query + Ignored
Attachment - Launch Attachment Query + Ignored
Combat - Container Assets + (1.000000)
Combat - Damage Map + (||||||||||):((1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)):(||||||||||):(UnknownActorDamage (Unknown)|UnknownActorDamageDirt (Unknown)|UnknownActorDamageRock (Unknown)|UnknownActorDamageSnow (Unknown)|UnknownActorDamageSand (Unknown)|UnknownActorDamageWater (Unknown)|UnknownActorDamageFlesh (Unknown)||UnknownActorDamageMetal (Unknown)|UnknownActorDamageShield (Unknown)|):(UnknownActorDamageReaction (Unknown)|UnknownActorDamageReactionDirt (Unknown)|UnknownActorDamageReactionRock (Unknown)|UnknownActorDamageReactionSnow (Unknown)|UnknownActorDamageReactionSand (Unknown)|UnknownActorDamageReactionWater (Unknown)|UnknownActorDamageReactionFlesh (Unknown)||UnknownActorDamageReactionMetal (Unknown)|UnknownActorDamageReactionShield (Unknown)|):(||||||||||):((1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000))
Combat - Damage Model GenericAttackModel
Combat - Damage Model Reaction GenericAttackDamageModelReaction
Combat - Damage Site GenericAttackDamageSite
Combat - Damage Site Operations Reaction + Disabled:Disabled
Combat - Damage Site Ops + SOpAttachHarness SOpForwardLaunchGuideDamage SOpPatch10:Disabled:Disabled
Combat - Launch Assets + UnknownActorLaunch (Unknown):(1.000000):UnknownActorLaunch (Unknown)
Combat - Weapon Fire Tracking Time 1.0000
Editor - Editor Categories
Editor - Editor Comment
Editor - Editor Description
Editor - Editor Name AT Construct
Editor - Editor Prefix
Editor - Editor Suffix
Event - Events +
Event - Macros
Event - Remove +
Event - Terms
Hosting - Host Supporter + Implicit:Implicit:Disabled
Properties - Accepted Property Transfers Cloak Effect, Local Tint Color, Opacity, Physics State, Scale, Scale Variance, Team Color, Tint Color, Visibility, Warp Group
Properties - Accepted Transfers
Properties - Inherit Type Continuous
Properties - Inherited Properties Warp Group
Sound - Container Sound
Sound - Damage Sound GenericAttackSound
Sound - Impact Sound
Sound - Launch Sound GenericAttackLaunchSound
Target - Impact Guide Alias
Target - Impact Map + (||||||||||):((1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)):(||||||||||):(||||||||||):(||||||||||):(||||||||||):((1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000)|(1.000000))
Target - Impact Point Site
Target - Impact Point Site Operations + Disabled:Disabled
Target - Impact Site
Target - Impact Site Fallback
Target - Impact Site Operations Reaction + Disabled:Disabled
Target - Impact Site Ops + Disabled:Disabled
Target - Launch Guide Alias
Target - Launch Request + Implicit:Implicit:Disabled
Target - Launch Site
Target - Launch Site Fallback GenericAttackLaunchFallbackSite
Target - Launch Site Ops + Disabled:Disabled
These are the things I can edit. I don't know what I need to do and I can't figure out how to attach a model to the actor.
Also, what's weird is when the unit shows up, it's not rotating, but when I create a auto turret with triggers or place it on the editor, it spins... So don't get this :\
The only actors I found for Hunter Seeker Missile was "HunterSeekerLaunchSound."
If you look under the raven unit, there is no actor for the missile and where I found that above was under the Hunter Seeker Missile was under the actual ability.
I successfully made it so my unit can build an auto turret, but when he goes to construct it, there is no model. It looks like he is just building nothing...
How do I make it so there is a model there?
I know this can be done, because on the map Overrun, he has it working.
Hmmmm. I really need to learn how to use this Data Editor. WC3 was so much easier... I don't know how to do what you did.
If it's not too much trouble, do you think you could put this system in a test map so I can see how it's done. I learn better from seeing how things work. If not, I'll try to figure it out :\
Field Raven - Seeker (Launch Missile)
AI - AI Notify Flags
Behavior - Transferred Behavior
Editor - Editor Categories Race:Terran
Editor - Editor Comment
Editor - Editor Description
Editor - Editor Name Seeker (Launch Missile)
Editor - Editor Prefix Raven -
Editor - Editor Suffix
Effect - Death Type Impact
Effect - Finish Effect
Effect - Flags Point Fallback, Validate Ability, Weapon
Effect - Impact Effect Raven - Seeker (Damage)
Effect - Launch Effect
Effect - Race
Effect - Response Flags
Effect - Retarget Filters
Effect - Retarget Range 0
Effect - Return Delay 0.0625
Effect - Transfer Count 0
Effect - Validators (HunterSeekerLaunchMissileTargetFilters (Unknown))
Effect - Visibility Snapshot
Movement - Mover Execute Jump 0
Movement - Mover Execute Pattern Stripe
Movement - Mover Execute Range 0
Movement - Mover Rolling Jump 0
Movement - Mover Rolling Pattern Stripe
Movement - Movers +
Movement - Return Movers +
Target - Impact Location + Target Unit
Target - Impact Offset (0,0)
Target - Impact Range 0
Target - Launch Location + Source Unit
Target - Launch Offset (0,0)
Target - Marker + 1:(Disabled|Disabled|Disabled|Disabled):(Disabled|Disabled|Disabled|Disabled):Effect/HunterSeekerLaunchMissile
Tech Tree - Tech Aliases
Unit - Ammo Life 0.0000
Unit - Ammo Unit Weapon - Seeker
Unit - Placeholder Unit
And I have no idea how to add a model to a unit... Also, what behavior would I add? The only one I could find was Raven-Seeker Missle Timeout and this doesn't sound right.
I also would like to know how to turn the Disguise into an actual ability. I want to make it so you can click the ability, then choose what unit you want to disguise yourself into.
This can probably be done threw triggers and doing replace unit and make a unit for each disguise you want to make... Hmmm might try this.
Is there a way to do this though, threw the unit editor so I don't have to use triggers?
This is how I currently have the Medivac unit setup:
Field Medic
Ability - Abilities + (Medivac - Heal|Stop|Move)
Ability - Command Card + ():((Move|Stop|Hold Position|Patrol|Attack|Scan-Move|Heal)):((Ability Command|Ability Command|Ability Command|Ability Command|Ability Command|Ability Command|Ability Command)):((Move|Stop|Hold Position|Patrol|Attack|Scan-Move|Heal)):((||||||)):((None|None|None|None|None|None|None)):((||||||)):((||||||)):((Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)):((Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)):((0|0|0|0|0|0|2)):((0|1|2|3|4|4|0))
Behavior - Behaviors +
Combat - Weapons +
Cost - Repair Resource (100|100|0|0)
Movement - Acceleration 2.3125
Movement - Collide Ground, Unused (Land 09)
Movement - Deceleration 0
Movement - Inner Radius 0.375
Movement - Pathing Footprint
Movement - Pathing Footprint - Dead
Movement - Pathing Footprint - Placement
Movement - Plane Array Ground
Movement - Radius 0.75
Movement - Radius - Dead 0
Movement - Separation Radius 0.375
Movement - Speed 2.25
Movement - Turning Rate 999.8437
Stats - Cargo Size 0
Stats - Energy Maximum 200
Stats - Energy Regeneration Rate 0.5625
Stats - Energy Starting Amount 200
Stats - Facing 270.000000
Stats - Life Armor 3
Stats - Life Armor Level 0
Stats - Life Maximum 150
Stats - Life Regeneration Rate 0.5
Stats - Life Starting Amount 150
Stats - Race Terran
Stats - Score - Kill 600
Stats - Score - Lost 0
Stats - Score - Produce 300
Stats - Shield Armor 0
Stats - Shield Armor Level 0
Stats - Shield Maximum 0
Stats - Shield Regeneration Rate 0
Stats - Shield Starting Amount 0
Stats - Sight Radius 11
Stats - Supplies -2
UI - Equipment Array +
UI - Fidget + (0|100|0):30.0000:10.0000:90:90
UI - Fog Visibility Hidden
UI - Height 0
UI - Kill Display Default
UI - Life Armor Name Terran Ship Plating
UI - Minimap Radius 0.75
UI - Occlusion Height 0.75
UI - Shield Armor Name
UI - Tooltip Priority 0
Unit - Attributes Armored, Mechanical
Unit - Flags Turnable, Movable, Cannot Be Clicked, Cannot Be Highlighted, No Tooltip, Prevent Destroy, Use Line of Sight, Kill Credit, Show Resources
Unit - Name Medic
Unit - Vision Height 0
The above settings does in fact make the unit travel on the ground and even look like a ground unit, but the unit's pathing is messed up. Like if you issue the medivac to move up a hill, instead of going around, it will just run into the wall and like try to fly over it...
How do I make it act just like a ground unit, as in the pathing/ai ?
I'm trying to make it so a marine shoots out a seeker missile as his attack.
I figured out everything but getting the sound and the actual effect to go off. Currently, he shoots slow and the splash is setup, but no effect of the missile flying or the sound.
0
Ok, so I figured it out. It looks like you can't just create units, you have to duplicate pre-existing ones and just change every aspect of them.
I got it working, but what's weird is the lv 2 and lv 3 version of the EXACT same settings the turret is not rotating....
How do I fix this?
0
Ok what the hell am I doing wrong... I don't see where the problem is...
This is the actor I created for the construction animation. I copied the construction animation from a bunker being built and changed the model/name/ ETC:
This is the unit's actual ACTOR:
The events in the actor for the construction is:
The construction event is:
What am I doing wrong as this is seriously driving me crazy!!!!!
ALSO, what's weird is when the unit shows up, it's not rotating, but when I create a auto turret with triggers or place it on the editor, it spins.
0
Ok, well how do you add those actors listed above to my unit?
0
@zifoon: Go
Ok, so when you say duplicate a random building are you talking about a random building actor or the actual unit?
I duplicated the armory actor and changed it to:
Does it matter that there is still ton's of other model's attached to this actor and if so, how do you remove them?
0
Lol ya just searched again... Don't know how I missed those the 1st time. What's weird though is the ability and the unit don't use these actors...
I'm assuming the 1st one "HunterSeekerAttack (Unnamed) Liberty.SC2Mod Action GenericAttack Not Doodad" is what I need to add?
0
Ok I don't understand. When you create an actor. What do I do?
These are the things I can edit. I don't know what I need to do and I can't figure out how to attach a model to the actor.
Also, what's weird is when the unit shows up, it's not rotating, but when I create a auto turret with triggers or place it on the editor, it spins... So don't get this :\
0
The only actors I found for Hunter Seeker Missile was "HunterSeekerLaunchSound."
If you look under the raven unit, there is no actor for the missile and where I found that above was under the Hunter Seeker Missile was under the actual ability.
So still stuck.
0
@zifoon: Go
[URL=http://img291.imageshack.us/i/66847544.png/][IMG]http://img291.imageshack.us/img291/3148/66847544.png[/IMG][/URL]
[URL=http://img130.imageshack.us/i/34012032.png/][IMG]http://img130.imageshack.us/img130/797/34012032.png[/IMG][/URL]
I did what you said, I think, look above, and it's still not building anything, model wise.
0
I successfully made it so my unit can build an auto turret, but when he goes to construct it, there is no model. It looks like he is just building nothing...
How do I make it so there is a model there?
I know this can be done, because on the map Overrun, he has it working.
Please help :D
0
Hmmmm. I really need to learn how to use this Data Editor. WC3 was so much easier... I don't know how to do what you did.
If it's not too much trouble, do you think you could put this system in a test map so I can see how it's done. I learn better from seeing how things work. If not, I'll try to figure it out :\
0
This is how I have it setup:
Unit:
Effects:
And I have no idea how to add a model to a unit... Also, what behavior would I add? The only one I could find was Raven-Seeker Missle Timeout and this doesn't sound right.
What do I have setup wrong in the above code?
0
Wow thanks. Apparently I didn't have the show advanced values displaying! Thanks a bunch it's fixed
0
I also would like to know how to turn the Disguise into an actual ability. I want to make it so you can click the ability, then choose what unit you want to disguise yourself into.
This can probably be done threw triggers and doing replace unit and make a unit for each disguise you want to make... Hmmm might try this.
Is there a way to do this though, threw the unit editor so I don't have to use triggers?
0
This is how I currently have the Medivac unit setup:
The above settings does in fact make the unit travel on the ground and even look like a ground unit, but the unit's pathing is messed up. Like if you issue the medivac to move up a hill, instead of going around, it will just run into the wall and like try to fly over it...
How do I make it act just like a ground unit, as in the pathing/ai ?
0
I'm trying to make it so a marine shoots out a seeker missile as his attack.
I figured out everything but getting the sound and the actual effect to go off. Currently, he shoots slow and the splash is setup, but no effect of the missile flying or the sound.
Someone plz help!