Just a quick question, If the validator is working on the loading end, why would it be necessary to make it check again on the unloading end? Being that, it couldn't' load the units in the first place.
I did not download and test your map but I might have a solution for you. It sounds like you don't want to edit the burrow unit's actual "max energy" field but, what about a validator check right when when the unit burrows? So, if your unburrow unit's current energy is > than the burrowed unit's max energy (in the validator , there is also a "Not max energy" reference that might be useful), your validator triggers the behavior which modifies the burrow unit's energy cap and sets the energy regen to "0".Then when you unburrow, the behavior is turn off and its back to normal. Do you use SC mapster IRC? Your names sounds familiar.
@happy04: Go
Are you trying to make your spec ops unit "land" and then "take" off again?
If you are, you can do this via the data editor by having the unit morph from a "landed" version into a "flying" one. A great reference of this is the terran's Hercules transport unit in the "story campaign" dependencies. Another reference can be seen in how the orbital command can transitions from a ground unit into a flying unit. To do this, duplicate your unit again and follow Happy04's instructions on how to edit UI - Height. Your "landed" version will have a lower UI - height, than your "flying" one). Finally, you will need to link both units to each other via the "morphing" technique. You can use the orbital command again as a reference on how a unit can morph into another unit and then back again.
If you have any additional questions feel free to ask :)
I have a problem where my duplicated viking missiles always launches from the ground, and not from the air. (Did not alter "launch attachments Query" for the weapon and fires from a duplicated viking unit.)
It seems my problem has something to do with the copied viking projectile (Units -> "weapon - Viking Fighter) or its copied actor; due to the fact that when I change the "Ammo Unit" field, in the duplicated "Halo Rockets (Launch Missile)" (found under: Effects) back to the original projectile (Weapon - Viking Fighter), the weapon fires fine.
Can anyone offer me any advice as to what I might be overlooking? Thanks!
I am not quite sure what your asking but are u saying that your colossus "turret" isn't rotating towards its acquired target? If you look under the turret data type >> colossus you will find how the colossus rotates its center actor.
I was wondering if someone could answer two questions I have. I duplicated the marauder weapon (along with its projectile and actors) and added it to the viking. When I test fire the new projectile at the colossus, the missile launches at ground level and explodes in between the colossus's legs. I have two question regarding this event:
(1) How do you make the projectile explodes on the outer part of the model and not in the middle of the model? Like how the original weapon works.
I check the impact location and its set to "Target Unit" and not "Target Point"
(2) Why does the duplicated weapon launch from the ground, while the original one fires from the viking when I switch the weapon?
Both "launch effect- locations" are set to fire from its source.
By "static doodads" do u mean like "Garage - Destructible"? I just tested this object and seems to work for me. Baring that, I guess it could also be a patch bug.
While the site op field got the "list treatment", the "effectLaunch" field (Actor- action-Token) reverted so that you have to manual type out the ID now (I believe it was a list before). With this patch, it seems alot of map editing stuff got changed/moved. And now its hard to tell if things are done a little differently or an unattended bug. : (
Hmm, that's strange. Did you duplicate the actor or did you just modify one of the base actors? If its a base actor, it probably got reseted because of the patch. My rotated duplicate actors (viaHost Site Operations - Operations) are not having your issue.
I do remember that before you had to manually type out the ID, and now you just select it from a list.
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@ResolveHK: Go
i Believe there is a blob flag option in i think the actor.
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@Fromethius: Go It seems this is a know bug from a while back.
I sent this link in IRC : http://forums.sc2mapster.com/mapping-utilities/editor-bugs-and-feedback/965-bug/
Just in case u didn't get it.
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@AlexO6: Go
Hmm, make sure the "story campaign" is the first (or at the top) of the dependencies list.
For more info:
http://forums.sc2mapster.com/mapping-utilities/editor-bugs-and-feedback/5275-possible-fix-for-campaign-dependency-bug/#p13
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@IronOrchid: Go
Just a quick question, If the validator is working on the loading end, why would it be necessary to make it check again on the unloading end? Being that, it couldn't' load the units in the first place.
0
@Fromethius: Go
Hi Fromethius,
I did not download and test your map but I might have a solution for you. It sounds like you don't want to edit the burrow unit's actual "max energy" field but, what about a validator check right when when the unit burrows? So, if your unburrow unit's current energy is > than the burrowed unit's max energy (in the validator , there is also a "Not max energy" reference that might be useful), your validator triggers the behavior which modifies the burrow unit's energy cap and sets the energy regen to "0".Then when you unburrow, the behavior is turn off and its back to normal. Do you use SC mapster IRC? Your names sounds familiar.
Hope this helps.
0
@happy04: Go Are you trying to make your spec ops unit "land" and then "take" off again?
If you are, you can do this via the data editor by having the unit morph from a "landed" version into a "flying" one. A great reference of this is the terran's Hercules transport unit in the "story campaign" dependencies. Another reference can be seen in how the orbital command can transitions from a ground unit into a flying unit. To do this, duplicate your unit again and follow Happy04's instructions on how to edit UI - Height. Your "landed" version will have a lower UI - height, than your "flying" one). Finally, you will need to link both units to each other via the "morphing" technique. You can use the orbital command again as a reference on how a unit can morph into another unit and then back again.
If you have any additional questions feel free to ask :)
0
[Solved] Damage actor's "missile" need to point to projectile missile actor. Please refer to this post:
http://forums.sc2mapster.com/development/map-development/3984-how-to-fix-an-attack-animation-that-is-shooting-from/#p8
Hope this helps!
Hello all,
I have a problem where my duplicated viking missiles always launches from the ground, and not from the air. (Did not alter "launch attachments Query" for the weapon and fires from a duplicated viking unit.)
It seems my problem has something to do with the copied viking projectile (Units -> "weapon - Viking Fighter) or its copied actor; due to the fact that when I change the "Ammo Unit" field, in the duplicated "Halo Rockets (Launch Missile)" (found under: Effects) back to the original projectile (Weapon - Viking Fighter), the weapon fires fine.
Can anyone offer me any advice as to what I might be overlooking? Thanks!
0
I would still appreciate help in this.
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I am not quite sure what your asking but are u saying that your colossus "turret" isn't rotating towards its acquired target? If you look under the turret data type >> colossus you will find how the colossus rotates its center actor.
0
Hey guys,
I was wondering if someone could answer two questions I have. I duplicated the marauder weapon (along with its projectile and actors) and added it to the viking. When I test fire the new projectile at the colossus, the missile launches at ground level and explodes in between the colossus's legs. I have two question regarding this event:
(1) How do you make the projectile explodes on the outer part of the model and not in the middle of the model? Like how the original weapon works. I check the impact location and its set to "Target Unit" and not "Target Point"
(2) Why does the duplicated weapon launch from the ground, while the original one fires from the viking when I switch the weapon? Both "launch effect- locations" are set to fire from its source.
Thank you for any help you can provide.
0
Thanks for your help guys. I was able to fix this with your advice.
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Is this a duplicated missile? If so, sounds like you need to create a turret rotation entry and an actor. To do this goto:
1. Turret tab >> Mi Tu Turret and copy both it and its actor.
2. Rename them
3. Goto the new duplicated actor >> events
4. Change the"Source name" so that its points to your duplicated turret.
Hope this helps.
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Can anyone explain to me how do you fix the broken projectiles without recreating it?
Thanks in advance for any help.
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@ezbeats: Go
By "static doodads" do u mean like "Garage - Destructible"? I just tested this object and seems to work for me. Baring that, I guess it could also be a patch bug.
While the site op field got the "list treatment", the "effectLaunch" field (Actor- action-Token) reverted so that you have to manual type out the ID now (I believe it was a list before). With this patch, it seems alot of map editing stuff got changed/moved. And now its hard to tell if things are done a little differently or an unattended bug. : (
0
@ezbeats: Go
Hmm, that's strange. Did you duplicate the actor or did you just modify one of the base actors? If its a base actor, it probably got reseted because of the patch. My rotated duplicate actors (viaHost Site Operations - Operations) are not having your issue.
I do remember that before you had to manually type out the ID, and now you just select it from a list.