So the problem seems to be the way I'm creating the unit. When I create any unit (even existing ones from SC2) using a trigger or script, the standing and walking animation don't play. Oddly enough, the Death and Attack animations do play when they should. Everything works if I place the unit in the terrain editor, but for my map I would much rather control things through script.
Maybe this is a question better asked in the trigger or script forums, but the solution probably involves setting up the right actor events in the data editor. In fact, if in the unit actor I tell it to Create on UnitCreation, then my unit gets two models, one of which is static (as before), and the other which moves properly, and SC2 throws an error saying "two actors created for the same unit". I am going to try removing all other Create messages from the events, but this seems like it might screw up other behaviors such as building the unit.
Edit: Fixed by changing the options to UnitCreate from c_unitCreateConstruct to 0. Both SC2 units and my custom unit now work properly.
I'm not sure how to get the Site actor to be put in the right place. I suspect it involves the Hosting - Subject field, as well as the Host Site Operations, but am not quite sure. Also, I can't seem to find the Force Launch Site flag in the action.
So changing the Host - Subject to _Missile did work. The WaterSplash models are now being created along the correct path. Another idea I had was having multiple missile launches at the same intervals. Before reading your reply, I was trying to do that, but with no success (no missiles are launched). Also, if I launch just one missile with the WaterSplash model, only the very top part of the water appears; maybe you also had that problem, and decided to use an Invisible model for the missile. I think having multiple moving missiles would look better in the end (I could get the jet of water to last any length of time, without changing its speed) so I want to at least get something like this working.
Another problem I'm having is with adjusting the launch point. I know I need to use a Site Op, but I'm not sure where to specify this.
So I basically copied Kueken's Rising Tide attack, and it for the most part works like I would like it to work. The only problem is that the WaterSplash models are not being created at the same place as the missile; they just follow a path from the bottom of the attacking unit. The missile itself appears to launch from the correct place and follow a reasonable path to the target.
I've narrowed the problem down to having the "Shader" setting on "Ultra". The textures all show up if it is on "High". I suspect that this is actually a problem with my model, which I exported using a modification of println's m3addon.
Oddly enough, I am getting the same problem after switching to a different computer which has maximum graphics settings. Both in the editor and in game, all of my custom models are pink. Only in the cutscene editor, if I set Render->Shader Mode to "Diffuse Only", can I see the correct textures. On both computers, I have SC2 version 1.5.3.
So I think the reason it didn't work is because of my graphic settings. On another computer, with all settings on max, the visual effects worked properly.
I think the problem is that there is no "RisingTideLaunchLeftBeam" in the map, which unfortunately is exactly the effect I want.
Edit: That's just set by default in the editor, not actually used. It seems though that the Rising Tide Missile actor has it's model set to Invisible... isn't this usually the field used to set the model for the attack?
The video looks really good, especially, the "Rising Tide" attack. Unfortunately, almost none of the effects from your elemental work when I load the map :( But I'll look inside and try to figure out how you did it.
I would like to make an attack that looks sort of like a spray of water. As far as I know, none of the existing sc2 attacks look anything like this, so I probably need to make it from scratch. Looking through the existing sc2 models, I see something called "ShorelineWavesBeach.m3" which looks like a small animated spray of water. If I could get a bunch of these to launch from my unit, I think that would work quite well.
Yes, these are times in some larger animation that contains the other animations as intervals. As far as I know, all Blizzard m3 files have animations that start at zero (you can check yourself in the cutscene editor), and my animations that do start at zero work fine.
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So the problem seems to be the way I'm creating the unit. When I create any unit (even existing ones from SC2) using a trigger or script, the standing and walking animation don't play. Oddly enough, the Death and Attack animations do play when they should. Everything works if I place the unit in the terrain editor, but for my map I would much rather control things through script.
Maybe this is a question better asked in the trigger or script forums, but the solution probably involves setting up the right actor events in the data editor. In fact, if in the unit actor I tell it to Create on UnitCreation, then my unit gets two models, one of which is static (as before), and the other which moves properly, and SC2 throws an error saying "two actors created for the same unit". I am going to try removing all other Create messages from the events, but this seems like it might screw up other behaviors such as building the unit.
Edit: Fixed by changing the options to UnitCreate from c_unitCreateConstruct to 0. Both SC2 units and my custom unit now work properly.
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I'm not sure how to get the Site actor to be put in the right place. I suspect it involves the Hosting - Subject field, as well as the Host Site Operations, but am not quite sure. Also, I can't seem to find the Force Launch Site flag in the action.
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Where do I specify the actual attachment point? Currently, I have it done in the Action actor's Combat : Launch Attachment Query.
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So changing the Host - Subject to _Missile did work. The WaterSplash models are now being created along the correct path. Another idea I had was having multiple missile launches at the same intervals. Before reading your reply, I was trying to do that, but with no success (no missiles are launched). Also, if I launch just one missile with the WaterSplash model, only the very top part of the water appears; maybe you also had that problem, and decided to use an Invisible model for the missile. I think having multiple moving missiles would look better in the end (I could get the jet of water to last any length of time, without changing its speed) so I want to at least get something like this working.
Another problem I'm having is with adjusting the launch point. I know I need to use a Site Op, but I'm not sure where to specify this.
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Is there any way around this? Or is it hardcoded into the actual model file?
Also, I have tried to do the same thing with other models, such as the photon cannon attack, and had the same problem.
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So I basically copied Kueken's Rising Tide attack, and it for the most part works like I would like it to work. The only problem is that the WaterSplash models are not being created at the same place as the missile; they just follow a path from the bottom of the attacking unit. The missile itself appears to launch from the correct place and follow a reasonable path to the target.
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I've narrowed the problem down to having the "Shader" setting on "Ultra". The textures all show up if it is on "High". I suspect that this is actually a problem with my model, which I exported using a modification of println's m3addon.
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Oddly enough, I am getting the same problem after switching to a different computer which has maximum graphics settings. Both in the editor and in game, all of my custom models are pink. Only in the cutscene editor, if I set Render->Shader Mode to "Diffuse Only", can I see the correct textures. On both computers, I have SC2 version 1.5.3.
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So I think the reason it didn't work is because of my graphic settings. On another computer, with all settings on max, the visual effects worked properly.
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Ok, that makes sense. I still can't figure out why nothing seems to work when I open your map, but I will try that in my own map.
You said that your method is not good performance-wise. What would be the right way to get this type of effect?
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I think the problem is that there is no "RisingTideLaunchLeftBeam" in the map, which unfortunately is exactly the effect I want.
Edit: That's just set by default in the editor, not actually used. It seems though that the Rising Tide Missile actor has it's model set to Invisible... isn't this usually the field used to set the model for the attack?
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The video looks really good, especially, the "Rising Tide" attack. Unfortunately, almost none of the effects from your elemental work when I load the map :( But I'll look inside and try to figure out how you did it.
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I would like to make an attack that looks sort of like a spray of water. As far as I know, none of the existing sc2 attacks look anything like this, so I probably need to make it from scratch. Looking through the existing sc2 models, I see something called "ShorelineWavesBeach.m3" which looks like a small animated spray of water. If I could get a bunch of these to launch from my unit, I think that would work quite well.
Any help is appreciated!
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For the record, I am using println's m3addon for blender.
Also, my start and end times all appear as they should in the cutscene editor.
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Yes, these are times in some larger animation that contains the other animations as intervals. As far as I know, all Blizzard m3 files have animations that start at zero (you can check yourself in the cutscene editor), and my animations that do start at zero work fine.