Ready doesn't work for me either, that was what I tried first. I did the exportation again, just to be sure, I get the animation in the cutscene editor as you can the in the picture in the attachment.
Maybe I miss something in the object editor ? Actor tab event+ ? did you add something ?
Great tutorial ! I will try it, just need to get the softwares.
I tried step 1 and I just have a question : when you export your model, you have the animation renamed "Stand Ready - Ready1h [3]". But for me the Stand Ready animation don't work when my unit is ready to attack. But I'm sure that the animation is supported by the model because when replace the animation of attack with the ready animation, the unit make a Stand Ready animation instead of the attack animation.
Do you have an idea why the ready animation is not played ?
The map is in the attachment, I just replace the berserker model by the footman model.
Isn't the same thing to modify an existing unit than duplicated it ?
I made 2 versions of my spore crawler : 1 with the defaut model and 1 with xelNagaColumn model. And so the default one works but not the other.
Ok I just don't know how to link my origin actor site to my actor attack.
Because in the "launch Site Ops+" I can't find my site actor.
So I add it in the "launch Site" field but that didn't work.
I don't understand, if I create a new actor attached to the origin and make it shooted from there, my unit will still shoot from the origin.
I want my unit to shoot from the top of the tower with a Z axis shift.
I need some help with detectors : I want to change the detector from 11 range to 5 range.
So I change the range of the behaviour detector to 5 but when I changed it the detection no longuer works. Then I saw that there is a validator named "hasDetector11" (maybe the problem comes from that but I don't understand it). There is just 2 usefull fields "compare" with "superior to "and " behaviour" with the name of the linked behaviour.
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@Daara87: Go
Thanks for answer.
Ready doesn't work for me either, that was what I tried first. I did the exportation again, just to be sure, I get the animation in the cutscene editor as you can the in the picture in the attachment. Maybe I miss something in the object editor ? Actor tab event+ ? did you add something ?
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Great tutorial ! I will try it, just need to get the softwares.
I tried step 1 and I just have a question : when you export your model, you have the animation renamed "Stand Ready - Ready1h [3]". But for me the Stand Ready animation don't work when my unit is ready to attack. But I'm sure that the animation is supported by the model because when replace the animation of attack with the ready animation, the unit make a Stand Ready animation instead of the attack animation.
Do you have an idea why the ready animation is not played ?
The map is in the attachment, I just replace the berserker model by the footman model.
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@DarlD: Go
Thanks DarlD ! That is exactly what I wanted ! I never heard about Catalog before.
I think njordys if you come back here you will find your answer, problem solved !
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I'm interested too, I can't figure out how to do it.
I tried this (with maximum simplification to avoid mistakes) :
And that didn't work, what is wrong with this ?
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@MrGliath: Go
OK I wasn't sure, so now I'll have to find the equivalence in that menu.
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I just started this tutorial but I can't find the Previewer :
Did that change during an update ?
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Thank you DrSuperEvil and bulletbutter for your support it's finally work.
I've finally attached a new model and hide the first one like DrSuperEvil suggest, it's a good alternative to do it.
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@bulletbutter: Go
Isn't the same thing to modify an existing unit than duplicated it ? I made 2 versions of my spore crawler : 1 with the defaut model and 1 with xelNagaColumn model. And so the default one works but not the other.
Is that what you talked about ?
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@DrSuperEvil: Go
Ok I just don't know how to link my origin actor site to my actor attack. Because in the "launch Site Ops+" I can't find my site actor. So I add it in the "launch Site" field but that didn't work.
I created a test map to show what I did.
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@DrSuperEvil: Go
I don't understand, if I create a new actor attached to the origin and make it shooted from there, my unit will still shoot from the origin. I want my unit to shoot from the top of the tower with a Z axis shift.
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Hello,
I looked through this forum but I didn't find a clear response.
Here is what I want : modify an offset of a launching attachment point of a weapon of a model which has no attachment point.
What I already did :
How can I make it works without attachment point ?
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Oh that works !
Thank you Ahli634 ! that was a bug from 1.5.3. Ok so I'm not completly stupid :)
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Yeah, that's what I've done first but that did'nt work. My units detect nothing after that.
The value was 11 and I just change to 5 and then my unit detection did'nt work. So I think that it comes from validator maybe ?
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Hi,
I need some help with detectors : I want to change the detector from 11 range to 5 range.
So I change the range of the behaviour detector to 5 but when I changed it the detection no longuer works. Then I saw that there is a validator named "hasDetector11" (maybe the problem comes from that but I don't understand it). There is just 2 usefull fields "compare" with "superior to "and " behaviour" with the name of the linked behaviour.
I don't get it. Can someone help me ?
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Anyone ? I think it's just a box to check or something^^