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    posted a message on Actor error message

    @DrSuperEvil: Go

    Is it better to add unit and base them on another? Do you just create them all from scratch all the time?

    Posted in: Data
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    posted a message on Understanding the new HotS creep spread

    @DrSuperEvil: Go

    Tx for your help. it also seem that the max patching for anything is 48 by 48. Would there be any way to make it as big as the biggest map size without having to use more than one tumor and/or triggers?

    Posted in: Data
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    posted a message on Actor error message

    Thank you for your help so far Dr

    I've got another issue... All new units I make are "Invalid Preplaced Units"

    I made a simple test to try to pinpoint the problem. I have all Swarm (Campaign), Swarm (Mod) and Swarm Story (Campaign) dependencies installed. I duplicate the HotS marine unit AND the Marine actor. I do not change anything else, same unit with an identical actor. Tokens are well linked.

    I can place it in the editor, but I can't see it in game as it is considered as invalid. The duplicated marine actor events are all in red to, but nothing seem missing... Why is that so?

    Posted in: Data
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    posted a message on Understanding the new HotS creep spread

    Hello guys,

    Simple project I guess, I want to make a creep tumor that spreads creep on the entire map. To achieve this, I can modify it's pathing, but I'm curious as how the new creep spread is handled in HotS. The more tumors next to each other, the faster it does spread. Also, if you only have a single tumor, does creep the covered surface value expand in a linear fashion or exponential? In other words, would a huge creep covered zone expand slower than a small one with only one tumor at the center?

    Posted in: Data
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    posted a message on Actor error message

    This is crazy, this art asset model variation problem DOES NOT occur when I try to do the same with the Korhal building debris...

    This editor is giving me headache...

    EDIT : New problem, because they only come in a bunch. I changed the mineral field model to Korhal building debris. In the editor it shows up fine, but in game it's reverting back to the mineral field model. Why?

    Why is it swapping back? I'm pretty sure it's in the actor event, but I can't pinpoint it...

    Posted in: Data
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    posted a message on Actor error message

    Here it is with screen shots.

    On the screen shot on the right, you can see the frequency of 5 model variation, one appearing WAY more often then the rest. You can also see which model is going to be placed on the map on my cursor.

    On the second screen shot on the left, you can see the model to which the debris has been swapped to, model _00... No idea why 1 time on 2 models are reverted to model _00 on placement.

    Posted in: Data
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    posted a message on Actor error message

    I was able to modify the path by modifying the galaxy script. But with every solution some more stupid problems. Now that I managed to set the mineral field art asset to the castanar destructible debris folder, the variation 1 seem to appear WAYYYYY more often that the 4 others. They all appear equally in the editor when I place them with my cursor. But, when I click to place them on the map, half the time the model 1-2-3-4 revert to the model 0, for an unknown reason.

    How is this handled? Why are all model often reverted to model 0 when i click to place them on the map manually? They all appear with the same frequency until i place them, they often revert to model 0, but not all the time...

    Posted in: Data
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    posted a message on Actor error message

    I looked up the regular mineral field model art asset. The path is : Assets\Buildings\Resources\CrystalsLow\CrystalsLow.m3

    This exact path is the folder that contains the 10 different mineral field model listed as such :

    Assets/Buildings/Resources/CrystalsLow/CrystalsLow_00.m3 Assets/Buildings/Resources/CrystalsLow/CrystalsLow_01.m3 Assets/Buildings/Resources/CrystalsLow/CrystalsLow_02.m3 ..... Assets/Buildings/Resources/CrystalsLow/CrystalsLow_09.m3

    When I try to manually select the mineral crystal folder, the "choose" button is grayed out. It does not let me select a folder that contains multiple model variation. So the question is, how do you manually type the path of the art asset to select a folder rather then simply a variation of a model.

    Posted in: Data
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    posted a message on Actor error message

    Ok so the mistake i'm making must be that not all model are suitable for model variation. How do you know a model has valid model variation such as the mineral field? Anything in data identifying it?

    Posted in: Data
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    posted a message on Actor error message

    Anybody?

    When I select a model with say, 5 variation of it, I put the variation count to 5 and then bam! It's nor working anymore, the model does not show up at all.

    I have no idea what I'm doing wrong. Aren't all model with variations allowed for automated model variation on creation, just like mineral? It does work with the mineral model...

    Posted in: Data
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    posted a message on Actor error message

    @Claymuffin: Go

    I checked on one of my older maps and it works in the WoL dependencies. Idk why it'S not working right now, variations of a model seem to work a bit differently.

    Posted in: Data
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    posted a message on Actor error message

    @Claymuffin: Go

    Found where it come from. It does this whenever I set a variation count to the model. I'm using castanar debris as a custom resource and there are 5 different models. I set variation count to 5, but it fuck everything up when I do this and does not display any model afterward, giving me that error message.

    What do?

    Posted in: Data
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    posted a message on Actor error message

    Hello guys'

    I've started to map again since HotS, but it'S been quite a while... I got those error messages while trying to create a new custom resource unit. Can anybody enlighten me on what is mean and how to solve this? The biggest obstacle I've always tackle in the editor is understanding the terminology in language that is not mine :)

    Fuck english... it only it was all written in french...

    [3/30/2013 11:41:34 PM] Warning: USER: [ 14 6e] CActorUnit[SalvagableDebris] Model Assets/Doodads/ScrapCube/ScrapCube_00_01.m3; Unable to create this model. [3/30/2013 11:42:36 PM] USER: [ 0 1c] CActorUnit[SalvagableDebris] Cannot create a CActorUnit outside of an underlying CUnit's CActorScope. Try creating the actor inside of a live unit's CActorScope or create a CActorModel instead.

    Posted in: Data
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    posted a message on (Solved) Increasing sensor tower range
    Quote from Bilxor: Go

    Thanks for the advice. I am unsure how exactly to to adjust the size of the radar though; I want to expand the area that picks up the red blips.

    He just told you. Look at the radar behavior effect and try to find a search area effect. it should be there.

    Posted in: Data
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    posted a message on Question on firebat damage

    I would gladly like to know that to... I'm having the same issue with some circular search effect.

    Posted in: Data
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