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    posted a message on [Data] Low Quality Model question

    I just tested this with another one of my custom units, and their death plays just fine.

    ExplosionSmallDeath.LowQualityModel = MyOtherModel

    So I'm thinking it must be a fault in ProtossSpiritDeathLow model not playing correctly on Low?

    Posted in: Data
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    posted a message on [Data] Low Quality Model question

    Thanks for the reply.

    I can get 'Protoss Small Unit Death' to play on Low settings. I'm assuming that's not custom. But my question is, if that can play, what's to say I can't play my own? It makes so sense.. there has to be a way

    Posted in: Data
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    posted a message on [Data] Low Quality Model question

    I made a new unit (with corresponding models and actor) for my map. This unit is mainly focused on it's death animation (Protoss Spirit Death - Low).

    It works fine in high quality settings, but on low quality I cannot see the unit. I can see its shadow and its sound, but no visual explosion. I've messed around with changing the Low Quality Model, but the only thing I can get to work is "Protoss Small Unit Death" (or etc), not my custom model. How do I get the exact thing on HQ to play in Low Quality? It's not a heavy animation and should run fine in Low.

    Thanks!

    Edit:

    Here are the changed settings for the death model, based off Unit Death (not inherited from anything):

    Field	ExplosionSmall Death
    Lighting	Default Light
    Low Quality Model	Protss Spirit Death Low
    Model	Assets\Effects\Protoss\ProtossSpiritDeath\ProtossSpiritDeath_Low.m3
    

    And here's the actor:

    Field	ExplosionSmall
    Combat - Custom Death +	(|||):(ExplosionSmall Death|Protoss Small Unit Death|Terran Small Unit Death|Zerg Small Unit Death):(|||):((-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)):(|||):(|AntiGravProtoss|AntiGravTerran|AntiGravZerg)
    Combat - Death Actor Model Low	UnitDeathModel
    Combat - Death Effects +	(Death||||Death, Eat||Death, Eviscerate|Death, Fire||||Death, Silent Kill|Death, Squish|||Death||):(ExplosionSmall Death|||||||||||||||||):(Probe_Explode|||||||||||||||||):((-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)|(-1.000000,-1.000000)):(ExplosionSmallDeathVoice (Unknown)|||||||||||||||||)
    Event - Event Footprint +	():(UnitFootprint):(ExplosionSmallFootprint (Unknown))
    Event - Events +	(UnitBirth.ExplosionSmall|UnitBirth.ExplosionSmall|UnitRevive.ExplosionSmall|UnitConstruction.ExplosionSmall.Start|UnitConstruction.ExplosionSmall.Finish|AnimDone.*.Missing; AnimName ConstructionDeath|ActorCreation; ValidateUnit IsFlying; Option Shadow Low; CompareField ::Main UnitFlags[e_actorUnitFlagShowBlobShadow] Eq 1|ActorCreation; ValidateUnit IsNotFlying; Option Shadow Low; CompareField ::Main UnitFlags[e_actorUnitFlagShowBlobShadow] Eq 1|PreTargetingUpdate.*.Start; ValidateUnit IsNotFlying|PreTargetingUpdate.*.Stop|PreTargetingUpdate.*.Start; ValidateUnit IsFlying|PreTargetingUpdate.*.Stop|CursorUpdate.*.Start; ValidateUnit IsFlying|CursorUpdate.*.Stop; ValidateUnit IsFlying; HasStatus FlyerHelper|ActorCreation; ScopeContains GroundLocalSelection|SelectionLocalUpdate.*.Start|SelectionLocalUpdate.*.Stop|StatusOn.*.Selected; ValidateUnit IsFlying|StatusOff.*.Selected; ValidateUnit IsFlying; HasStatus FlyerHelper|StatusOn.*.FlyerHelper; FlyerHelper All|StatusOn.*.FlyerHelper; FlyerHelper Selected|StatusOff.*.FlyerHelper; FlyerHelper Selected|ActorCreation; FlyerHelper All; ValidateUnit IsFlying|ActorDestruction; FlyerHelper All; !HasStatus FlyerHelper|FlyerHelperChange; FlyerHelper None|FlyerHelperChange; FlyerHelper Selected; HasStatus FlyerHelper; !ScopeContains FlyerHelperSplat|FlyerHelperChange; FlyerHelper Selected; !HasStatus FlyerHelper|FlyerHelperChange; FlyerHelper All; ValidateUnit IsFlying; !ScopeContains FlyerHelperSplat|UnitBirth.*.Normal|UnitFidget|UnitMovementUpdate.*.Walk|UnitDetectedByViewer.*.On; ValidateUnit IsHallucination|UnitDetectedByViewer.*.Off; ValidateUnit IsHallucination|UnitDeathCustomize; ValidateUnit HasAntiGravProtoss|UnitDeathCustomize; ValidateUnit HasAntiGravTerran|UnitDeathCustomize; ValidateUnit HasAntiGravZerg|Behavior.PhoenixAntiGrav.On|Behavior.PhoenixAntiGrav.Off|UnitTaunt.*.Start; Taunt|UnitTaunt.*.Stop; Taunt|UnitTaunt.*.Start; Taunt Dance|UnitTaunt.*.Stop; Taunt Dance):(|||||||||ModelPretargetGround||GroundPreSelection||||||||||FlyerHelperSplat||FlyerHelperSplat|FlyerHelperSplat||FlyerHelperSplat|||||_HallucinationTinter|_HallucinationTinter|||||||||):(Create SoundEmitter ExplosionSmall_Ambience|Create|Create|Create|AnimPlay ConstructionDeath Stand,Birth,Death FullMatch|Destroy|Create FlyerShadow|Create GroundShadow|Create ModelPretargetGround|Destroy|Create GroundPreSelection|Destroy|StatusIncrement FlyerHelper|StatusDecrement FlyerHelper|StatusSet Selected 1|StatusSet Selected 1|StatusSet Selected 0|StatusIncrement FlyerHelper|StatusDecrement FlyerHelper|Create FlyerHelperSplat|Create FlyerHelperSplat|Destroy|Create FlyerHelperSplat|Destroy|Destroy|Create FlyerHelperSplat|Destroy|Create FlyerHelperSplat|AnimPlay Birth Birth 0 0.000000|AnimPlay Fidget Fidget|AnimClear Fidget|Signal HallucinationTintOn|Signal HallucinationTintOff|DeathCustomize AntiGravProtoss|DeathCustomize AntiGravTerran|DeathCustomize AntiGravZerg|ModelSuddenMotionStart|ModelSuddenMotionStop|AnimPlay Cheer Stand,Victory|AnimClear Cheer|AnimPlay Dance Stand,Dance|AnimClear Dance)
    Sound - Group Sounds	(|||ExplosionSmall_GroupWhat (Unknown)|ExplosionSmall_GroupYes (Unknown)|ExplosionSmall_GroupAttack (Unknown)||||ExplosionSmall_GroupBoard (Unknown)||||)
    Sound - Sounds	(ExplosionSmall_Birth (Unknown)|ExplosionSmall_Ready (Unknown)|ExplosionSmall_Help (Unknown)|ExplosionSmall_What (Unknown)|ExplosionSmall_Yes (Unknown)|ExplosionSmall_Attack (Unknown)|ExplosionSmall_Pissed (Unknown)|ExplosionSmall_Movement (Unknown)|ExplosionSmall_Turning (Unknown)|ExplosionSmall_Board (Unknown)||ExplosionSmall_Click (Unknown)|ExplosionSmall_ClickError (Unknown)|ExplosionSmall_Highlight (Unknown))
    
    Posted in: Data
  • 0

    posted a message on [Trigger]How to call a function / action definition ?

    Ok I think I understood you now. Problem is, when I search for my function, it's not on any list

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Trigger]How to call a function / action definition ?

    The problem is.. I don't know how to call any action. Can you please be more specific?

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Trigger]How to call a function / action definition ?

    I am sorry if this question has already been asked somewhere; I've looked all over and could not find any threads.

    How do you call your custom function or action definition? I know you can make a script that calls gf_FunctionName(), but I an wanting a GUI method to call the function (so that if anything changes, I won't have to update ALL my scripts).

    Thanks!

    Posted in: Miscellaneous Development
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