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    posted a message on WoW Model-Pack Requests

    is anyone else having trouble with walk animations on any of these models? I used the ghoul model on a fast movespeed unit and I have tried 10000000x things to get him to walk properly but he still just glides around the screen and every so often decides to do a single walk animation. I have adjusted walk speed animation setting up and down , this just makes his legs move faster or slower on those random times when he does the animation. I have changed the animation - baselines+ for the specific name of the walk animation included with the model. This didnt work either. It seems to me like when he moves around the system is trying to play a set of walk animations and only one exists so the model only animates when it randomly hits the existing one.

    Posted in: Art Assets
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    posted a message on [Data] How to animate Raynor Sniper model death

    @Galactica12: Go

    Correct on the name of the behavior. Open the Units tab in the data editor. Find your raynor sniper Unit ( i think its raynorcommando) and open it. on the right side find the Field called Behaviors - Behaviors+ and double click it. A window should open with 2 behaviors listed. Select the valerian hero death prevention behavior so it turns blue and on the right side of it, press the Red X. Then press enter. The behavior should be removed now.

    Posted in: Tutorials
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    posted a message on [Data] Walk Animation Speed and Roach Walk - Twitch

    2 problems I have come across and had to resolve.

    The first one has been posted before but I will repeat it here with a picture.

    1. Problem: you used roaches and you hate that they have an awful random twitching in their walk animation.
    Solution: This problem is caused by a horrible animation included with the roach model called "walk". Thankfully there is a walk variation included that is actually smooth. We need to remove the "walk" animation from the baseline. Go to the roach ACTOR and set the Animation - Baselines+ field as shown in this picture.

    http://i7.photobucket.com/albums/y267/sjsg3779/sc2 editor/fixedroachwalkanimation.png

    2. Problem: You increased the movement speed of your roach or any other actor signicantly and now his leg movement doesnt match the move speed at all when he walks.
    Solution: Go to the units ACTOR and change the Animation - Walk Animation Movement Speed field. Increasing this number will slow down the leg movements. Decreasing this number will quicken the leg movements.

    Posted in: Data
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    posted a message on [Data] How to Duplicate a basic ground unit (zealot)

    Ok I know there are multiple of these guides around here but I have helped many people on IRC who are still struggling with this. At least now I can send them to a link of my own to help them troubleshoot.

    Data Editor:
    How to create your own custom unit by duplicating a “basic” unit. By basic I mean it doesn’t burrow, morph, have multiple attack types, spells, etc. Think zealot/marine etc. We will duplicate a zealot and remove his 2 attacks per turn feature and his charge behavior.

    Step 1: The Duplication. Open your data editor. Go to Units tab at top left. Search Zealot, select Zealot on left side and right click “duplicate” on the pop up window you need to have the following check boxes FILLED IN:
    Actors>>Zealot, Zealot Attack
    Effects>>Zealot – Zealot – Psi Blades (Damage) (If you want the 2 attacks per turn feature of Psi Blades you need to duplicate the other effect here too)
    Models>> Zealot
    Weapons>> Zealot – Psi Blades
    Press OK and don’t do anything. You should now have a new unit called “zealot” selected at top left. At bottom left in the tree you should see the duplicated items linked to this unit with “copy” after their names. We need to rename all those copies now.

    Step 2: The renaming. Double click the unit name in the tree at bottom. (right now it says “zealot”). Rename it to “Your Unit” and click suggest on the ID field. IMPORTANT NOTE: If the ID field is grayed out and stuck on Zealot2 this is a bug. You need to Save your file and close the editor completely and reopen your file.
    -Now rename the 2 copy actors and click suggest for ID. I recommend “Your Unit” and “YourUnit Attack” for the names.
    -Now rename copied Effect, and click suggest for ID. I recommend “Your Unit Attack (Damage)”
    -Now rename the copied weapon “Your Unit Blades” and click suggest ID.
    -We have one important thing left to do for renaming. The model you duplicated was lost and we need to rename it to get it back for the unit. Go to the Models tab in the data editor and find “zealot copy”, rename it “Your Unit” and Suggest ID. Now click the “MODEL” field on the right and set it to “Zealot.m3”.

    Step 3: The editing of objects. You can do these in almost any order but most orders will require backtracking. I strongly recommend the order I list them in.
    EFFECTS: Open the Effects tab on left, open “Your Unit Attack (Damage)” Edit the following fields on the right:
    Combat – Amount: This is the damage your weapon does.
    Combat – Armor Reduction: This is the reduction in dmg for each point of armor the attacked unit has.
    Effect – Random: This is optional in case you want a range of possible damage on your weapon. This effect will add a random number up to this number to your combat amount setting. For example: you set combat amount to 20 and Effect random to 10, when this unit attacks it will always do 20 dmg + a random additional 0-10 dmg. Making the effect of an attack 20-30 dmg.
    WEAPONS: Open the Weapons tab on the left, and open “Your Unit Blades”. Edit the following fields on the right:
    Effect – Effect: scroll in the list to “zealot – Your Unit Attack (Damage)”
    Stats – Period: this is the attack speed of your weapon, in seconds per attack
    Stats- Range: this is the range of your weapon, melee is 0.1
    UI- Display Attack Count: set this to 1, it was 2 because of the double attack feature on normal zealot. This is only a display it doesn’t change anything
    Weapon – Target Filters: this is where you require ground or air. To attack both ground and air simply change ground to allowed.
    UNITS: Open the Units tab on the left, and open “Your Unit”. Edit these fields.
    Ability- Abilities+: select Warpable, ProgressRally, and Zealot-charge and click the red X to remove them.
    Ability- Command Card: click the Set Rally Point and Charge icons and press the red X to remove them.
    Combat – Weapons+: should say “zealot – Your Unit Blades”
    Cost – Cost: cost to build your unit.
    Editor – Description: the tooltip that appears in game when u hover the mouse over the wireframe display.
    Movement- Speed: the movement speed (there is a tutorial that says sc2 ms = wc3 ms/ 129 not sure how accurate this is)
    Stats – Life Armor: self explanatory
    Stats – Life Maximum: self explanatory
    Stats – Life Starting Amount: self explanatory
    Stats – Shield (etc): set these to 0 if you don’t want a protoss shield.
    Stats – Supplies: the “food/supply” cost of your unit.
    The rest of the fields should be self explanatory if you want to further customize your unit.
    ACTORS: Open the Actors tab on the left, and open “Your Unit”. Edit the fields:
    Art- Model: make sure this says “Your Unit”
    Art – Scale: If you want to resize your unit I strongly suggest you do so here, you can also do this in the Model object itself but if you use the same model for multiple units that is bad idea.
    Event – Events+: here is where things get tougher.
    Scroll to the top of this list of events, make sure the top 5 entries say “*.YOURUNIT.* and not *.Zealot.*
    Now scroll down past all the greyed out event entries. Right click and remove selection on the bottom 4 entries about behavior.zealotcharge and UnitDeathCustomize for hallucinations.
    At this point we are done unless you want to change the color of your unit. To Do this right click and “add event” on the left hand side. Now on the right side select Msg type: ActorCreation, select Target: Your Unit and then on the left side click on “Action Impact” under your new event and then on the right side select Msg Type: Set Tint Color and then pick the color you want. You are done and now press OK.

    We are done! Now place your unit on the map and test him.

    This is about the minimum you need to do to create a new melee unit based off of the zealot. There are other guides that tell you to duplicate everything, that’s a bad idea in my opinion. If this seems like a ton of work, well it is…. But once you have done it 2-3 times it becomes really fast and fluid. I have a little checklist in front of me when I create new units that says,
    Duplicate Unit, check important actors, effects, model, weapons.
    Rename the copied objects.
    Edit the model and rename it.
    Edit the effect.
    Edit the weapon.
    Edit Unit stats.
    Edit the actor scale and events+.
    So really its 7 steps to duplicate a basic melee unit and this takes me about 5 minutes max.

    Posted in: Data
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    posted a message on Adding "burrow (infestor)" ability to other unit.

    @Azzaaer: Go

    IF you want I could send you a map file with nothing but a custom burrowing unit I created. Its a brutalisk that burrows into an infestor model and moves around while burrowed.

    If you are happy with triggers working for it then that is great.

    We are on opposite ends of the spectrum, I don't know the first thing about triggers or trigger editing but I have become quite good with the Data Editor at least for actors I am yet to venture into hero's and leveling yet.

    Posted in: Data
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    posted a message on Adding "burrow (infestor)" ability to other unit.

    Step 0. hopefully you made your own 2 abilities for burrow and unburrow of your unit. Lets call them "BurrowMyUnit" and "UnburrowMyUnit". hopefully you made your own 2 units lets call them "CustomUnit" and "CustomUnit(Burrowed)". Hopefully you made your own actor for the "CustomUnit" unit, lets call him "CustomActor". And I will assume you duplicated the Infestor Unit ACTOR for the "CustomUnit(Burrowed)" unit ACTOR, lets call him "CustomActor(Burrowed)".

    Step 1. you need to destroy your "CustomActor" when he burrows and create him when the burrowed version unburrows.

    in your "CustomActor" events+ you need these 2 events:

    AbilMorph.BurrowMyUnit.Start >>Destroy

    AbilMorph.UnburrowMyUnit.Start >>Create

    Step 2. The opposite for the "CustomActor(Burrowed)". It needs created when u burrow and destroyed when u unburrow. add these to events+.

    AbilMorph.BurrowMyUnit.Start >>Create

    AbilMorph.UnburrowMyUnit.Start >>Destroy

    While you are here in the events find all the events that call "Infestor" and change them to "CustomUnit(Burrowed)"

    Step 3. You might get this working and discover that your new unit cannot move once burrowed even though he has infestor model on screen. You need to make sure the "CustomUnit(Burrowed)" has move skill in abilities and command card. AND!!!!!!!!!!!!!!!!!!! make sure movespeed is not 0!!!!!!!!!!!!!!!!!!! When I did this the first time it took me 30 mins to find this problem....

    You should have a working unit that burrows and changes into the infestor model when burrowed and back to your units model when you unburrow.

    Good luck!

    Posted in: Data
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    posted a message on [Data] How to animate Raynor Sniper model death

    @Galactica12: Go

    yes and no.

    if you want a raynor sniper model that will die permanently instead of having the "incapacitated and lay on ground and get back up alive" feature. First you need to go the Unit and Behaviors+ field and remove the prevent death behavior. Now your unit can die, but if you kill him he has no death animation, he will simply disappear from the map instead of falling down or blowing up or w/e.

    To fix it so he has a death animation do what is contained in this post.

    Posted in: Tutorials
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    posted a message on [Data] Rotate attached Actor or Model ?

    i just saw you log on and PM'ed you on irc, then saw you leave :)

    Posted in: Data
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    posted a message on [Data] Rotate attached Actor or Model ?

    glad to help

    ummm im really not sure what the problem/issue really is from your description, elaborate further or jump on IRC and chat with me, and if i cant help Prozaic is on atm I think

    oh wait do you have a "model addtion" type actor?

    Posted in: Data
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    posted a message on [Data] Rotate attached Actor or Model ?

    site operations issue, read prozaic muze's tuts on site ops (there are 2), you need a site operation - explicit rotation actor on your SOp rotation actor u need local enabled and the vector should be (1, 0, 0) for facing and (0, 0, 1) for up. I could be wrong on the facing but the up vector is correct.

    if you are on IRC or Vent i can help you maybe

    Posted in: Data
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    posted a message on [Data] How to animate Raynor Sniper model death

    So you wanted to use the raynor sniper model (Raynor Commando = ID) and you removed his prevent hero death behavior so he could actually die and now you realized that he just disappears when he dies, there is no death animation at all.

    To fix this you need to change the animation properties for his death. Blizzard didnt include an animation with his model called "Death". We need to get around this.

    Step 1. Go to the main actor (unit actor) for sniper ray (the actor name is RaynorCommando). Click on field "Combat - Death Effects+".

    Step 2. Double click the first entry which should say "animation properties = death" and "model = raynor commando", we need to change the animation.

    Step 3. Under "animation properties" select the first line that currenltly says "death" and change it to "stand" (stand is at the very top of the list and DOES NOT EQUAL "stand up"). Select the second line under animation properties which is currently blank/none and set it to "Unpowered". Select the third line under animation properties which is currently blank/none and set it to "Start".

    Step 4. Press OK. Now test your map to see if he dies properly with animation.

    He should have 2 death sequences now. One for most deaths and one for Fire deaths.

    UPDATE: I just checked the other hero models from that mission, stetman, rory swann and tycus, they all have animations called death so they will work just fine with no changes. Only raynor sniper got the shaft on no death animation. I would assume this was an "oops" on the part of someone at blizzard.

    Posted in: Tutorials
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    posted a message on Providing a Ventrilo/Teamspeak for our community
    Quote from Hayena: Go

    I am pretty sure if you want to host a Teamspeak server you have to pay a fee for renting the server aswell. Ventrilo is free if you use your own server just like Teamspeak is

    renting a server and hosting a server are 2 different things. If you host the TS3 server on your own computer using your own connection its free. I guess you are saying vent is free also in that situation. I have never used vent, so when someone said they were paying to set it up for a non-commercial use I was just confused about the fact they were using a rented server connection/space.

    Posted in: General Chat
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    posted a message on Providing a Ventrilo/Teamspeak for our community

    well you already bought it so this is too late, teamspeak is 3 FREE for non commercial use. I have always used TS2 and TS3. If I want to join I guess I have to dl and learn Vent.

    Thanks for the service.

    Posted in: General Chat
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    posted a message on WoW Model-Pack Requests
    Quote from Forge_User_36010895: Go

    @FahqueL: Go

    The Fel stalker can be found in the warlock pets pack, and yeah, I can upload some undeady zombies and stuff ^^

    oops I didnt see fel stalker first time through. thank you for these. Too bad the super zombie has that bug with phantom arm floating around. I am wondering if removing that fidget/stand animation where he removes his arm would eliminate the random arm bug.

    If I am allowed any more requests some more colors/textures of fel stalkers would be awesome. I can change the tint in sc2 editor but they always look trashy in the end. Would love stalkers in green, and blue. If they even exist.

    Thank you again for all your hard work.

    Posted in: Art Assets
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