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    posted a message on ModelAddition actor rotation?

    @DrSuperEvil: Go

    I'm not too sure what you mean by settings on the SOp Attachment (all I have changed there is the Attachment Query Method). As for the Explicit Rotation, I'm a bit lost. I have tried to set values in all fields of Forward/Up, and all kind of combinations (I'm just trying to make the attachment stay in place for now, I'll worry about it being rotated the way I want later) but it keeps facing one direction instead of rotating with my unit. Could you explain a bit more in details? Thanks.

    Is one of the Hold Position/Rotation/Is Local field important? they're all set to disabled.

    Posted in: Data
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    posted a message on ModelAddition actor rotation?

    On the same topic, I'd like to know how to prevent my attachments from rotating.

    picture

    this is what happens, when my unit faces different directions, the attachment seems to rotate in a weird way. I'd like my attachment to remain "fixed", so the bottom of the infestor is always facing the left side of my fatty, whatever direction he goes, like on the fatty on the right)

    (this is different from the OP since he wants his attachment to always face the same direction - the solution given byDrSuperEvil isn't what I was looking for).

    Posted in: Data
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    posted a message on (Solved) Some unit textures are wrong after importing a model only in fullscreen mode

    @TheUltragon: Go

    yea, sorry, I just found it on my own and used it and was going to report back. this works, the model was just bugged apparently.

    thanks!

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on (Solved) Some unit textures are wrong after importing a model only in fullscreen mode

    @FunkyUserName: Go

    it keeps getting even weirder - and must totally be a bug because it make less sense the more I discover that problem. if the camera is not showing the models on map creation (out of the field of view) then the bug doesn't even seem to happen and all textures are fine. I guess it's a workaround.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on (Solved) Some unit textures are wrong after importing a model only in fullscreen mode

    Hello,

    After I imported a model and it's textures (if it matters, it is the Defiler by Soul Filcher - can be found in this site's assets) in my map, some units (unrelated to the imported unit) started appearing black (or partially black, or have some textures/diffuse/something wrong, see attached picture).

    I have no idea what causes it because it happens on zerg units only, affects only some units initially placed on the map, it affects vanilla (unmodified) units or units I created. It started happenning only after I imported the unit ... AND only happens when in fullscreen mode (I tried to go from fullscreen to windowed, or fullscreen to windowed fullscreen, or any combination you can imagine) and that texture bug happens only in fullscreen mode. going to windowed fullscreen or jus windowed fixes the problem, and removing the imported model fixes the problem too (until I re-import it, and then the problem happens again).

    I attached a picture of the problem. Notice how Kerri is black, one infestor's back is darker than usual, and how the ModelAddition of my unit is black instead of zerg-colored. I of course didn't modify the infestor or kerrigan in any way. picture

    is it a known problem? or is it just me?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on (Solved) Attached model doesn't follow attachment point in some animations

    @FunkyUserName: Go yes! it works! so I guess I was creating the attachment the wrong way (I was following the uberlisk tutorial to learn how they worked, lol.)

    Thanks a lot for your help!

    Posted in: Data
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    posted a message on (Solved) Attached model doesn't follow attachment point in some animations

    @FunkyUserName: Go I use a "unit.birth.queen - create" event on the attachment actor. I just tried switching to the actor.creation - create one, and the attachment didn't even show up anymore ingame.

    I doubt it comes from the way I created the attachment, since when I use it on another unit, it works. it must be the host - the queen, that is the problem. since I copy every field from a working unit blizzard made, except for the event field, since it break units, I think the problem should be there.

    Posted in: Data
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    posted a message on (Solved) Attached model doesn't follow attachment point in some animations

    @FunkyUserName: Go

    good news! I did what you said on the omegalisk (a unit for which I was sure it worked, since I tested it before but on the omegalisks' arms), and now the attached model follows the movements! so that means my hero has a problem somewhere. Do you have an idea what it could be? I am sure it's something in the events (when I create my actors I usually take a working actor (like the hydralisk) and copy most attributes then tweak those until it is what I want, except for the events). The problem is, I know very little of what they do and how they work, so maybe you'd have a better idea than me.

    in the meantime, I'll look into whatever else could be the cause.

    Edit: After checking every value in the unit, model and actor tabs, I am fairly certain it is something in the events that is the cause of this. unfortunately I am not knowledgeable enough to go look into it on my own so if someone more skilled could give us a hand, it'd be great.

    Posted in: Data
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    posted a message on (Solved) Attached model doesn't follow attachment point in some animations

    @FunkyUserName: Go

    dang. It's true that I tried it on other models (attaching things to ultralisks' arms for example) and it worked fine, the models would move with the arms, but the not on the queen's head for some reason. same goes for the fatty's mouth (the model I originally used instead of a queen - I just assumed that since it wasn't used in the game, they didn't bother linking things together or something, and that was the reason why it didn't work with the fatty).

    So, I tried your suggestion (I created a new host unit actor, copied the basic values (such as the art:model, just the absolute bare essential) then I deleted the old host (I assume that's what you meant by "copying and not duplicating") ... and it didn't work. :(

    any other idea?

    Posted in: Data
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    posted a message on (Solved) Attached model doesn't follow attachment point in some animations

    Hello,

    I have created a hero queen and I have attached an infestor to her head, using SiteOpsAttach, and it works fine. when the queen walks, the head moves and so does the infestor as it's stuck to her head.

    the problem is when the queen attacks, in her attack animation her head moves quite a bit, and the attached infestor does not follow the head's movement and stays where the attachment point was before the attack animation started.

    I have checked in the cutscene editor if the attachment point moves during the attack animations, and it does move, so I'm a bit at a loss there.

    What can I do? Thanks in advance.

    Posted in: Data
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    posted a message on (Solved) Help me make a simple healing ability

    Sets was what I was missing, my spell works as intended now! Thanks a lot to everybody for the help!

    Here's what I did, in case it ever is of use to someone: Create a set, fill Effect: Effects with the Search Areas (for the buff and debuff), and in the ability tab, change the Effect: Effect to the set.

    @Edhriano thanks for the suggestion but I'm trying to make the ability using the data editor only since I will export my map into a mod, so I can reuse my hero on a mini campaign I am doing. this way I won't have to export/recreate the triggers.

    Posted in: Data
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    posted a message on (Solved) Help me make a simple healing ability

    I did it! ... almost, I'm still puzzled by a little thing. My spell is supposed to do 2 things: buff the regeneration of allied units and stop the health regen of enemy units. I have added the apply behavior effect to my Search Area effect, and in second in the same Search Area, another effect Modify Unit that removes 200 energy (it's temporary - it's just to test things). the problem is, only the first effect is applied, not the second. (and if I switch the order so the Modify Unit that removes energy comes first, then the Apply Behavior effect is not applied anymore. In short, only the first effect is applied to units that match the SA criteria) Normally, if I am not wrong, all the effects listed in the Search Area should be applied to the units that qualify, right?

    So, do I have to make, for each effect/buff/debuff/etc, a new Search Area? I can't use the same one to apply multiple effects to the same targets? Thanks in advance.

    Also here's how I did it, if it is of use for anybody (or as reference for myself later, if I forget :p) Make a new ability, button, Search Area effect, Apply Behavior effect, Modify unit effect and a new Behavior. Follow those instructions :

    Quote from FatCatTrap: Go

    Modify Unit: Effect: Vitals Field - Set Change to 100. (The second box, the first refers to modifying in percentages)

    Search Area: Search Filters Field- You can choose between Ally, Enemy, Neutral Player. I'd suggest Only having Ally and Player ticked. Then you can go through and select the specifications of who you want it to effect. I'd suggest Exluding: Dead, Destructible (if you allowed Neutral), and missile. While making Visible required/

    Search Area Field - Set Arc to 360, this allows the abilitiy to hit all directions. Choose your modify effect in the effect field. Maximum Count refers to how many targets the search can acquire, setting it to -1 means infinite as long as they're in range. Radius refers to the distance of the search. 4 or 5 might be a good start.

    Ability Tab: Command - Select execute, and set the default button to your custom button. Be careful not to set any requirements, as that field can be a bit touchy. If your ability doesn't show up after all is done, you might of accidentally set it one. Cost - Make sure you're looking in the Cooldown part and not the Charge part. Set the Time Use field to how long you want the cooldown, at least a minimum of 1 second so it doesn't glitch spam. In vitals you can choose how much energy you want it to cost, you may prefer it to not use energy and simply reply on the cooldown. Effect - Set your search effect in this field, not the modify. Flags - You might want the ability on autocast, if you do tick 'Autocast' and 'Autocast Initially on'. Autocast Validators (If using autocast) - Select caster in combat

    Now you want to go back to your units command card, select the ability button, and make sure ability command matches the ability box.

    You just need to put Apply Behavior instead of the Modify effect in the Search area. Then in the Apply Behavior Effect, in Effect: Behavior, select your behavior. Then in the behavior, set a Behavior: Alignment (optional), Effect: Effect - Initial and Effect: Effect - Periodic (Effect that'll repeat every X period, we'll set it just after), Stats: Duration (optional - time the behavior will be applied to the unit(s)) and finally, Stats: Period (time X at which the effects we've set earlier will apply) and UI: Tooltip (optional).

    Posted in: Data
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    posted a message on (Solved) Help me make a simple healing ability

    @FatCatTrap wow, thanks for all those info. that's really helpful! I had looked at how Astral Wind works so I kinda had a small idea about some of these fields but it's still useful to have explanations. Now, I am facing another problem ... in the command card, after creating a new command for my button and setting the command type to ability command, in the ability field I do see my spell's name except it is written "(Unknown" next to it (the field is too small to show the whole message ... even if you resize the window). as a result I can't select the spell in ability command.

    edit: that was easy. I just had to delete the "unknown" ability and add a new one in the "Ability: Abilities - Ability" field. I had created another ability before posting on this forum, I guess it was leftovers from it I forgot to clean. I guess my ability is created now. that was easier than I thought and not so different from creating a missile. I'll toy a little more (I want my ability to restore health gradually, similar to zerg regeneration but with more health). if I can't find how to do that by myself I'll bump my thread, else I'll set it as solved once I'm done. Thanks a lot again man!

    @all the others thanks for the suggestion. I have already taken a look at Astral Wind (I didn't know about Mend back then), but the problem is that there seem to be leftover parts for some spells and Astral Wind is one of those (for example, it has a unlinked(?) damage effect) and some unnecessary (not sure of course - they might be necessary) convoluted effects linked to it (AFAIK astral wind only restores 200hp/300 shield to caster and surrounding units, yet it has 3 apply behaviors, 2 search areas, 2 behaviors, 4 modify unit, etc... ). as a result I am also not totally sure how all these parts go together, or if they're needed at all.

    Posted in: Data
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    posted a message on (Solved) Help me make a simple healing ability

    Sorry for the beginner question but I can't figure out how to create a simple healing spell.

    I have made a hero and I want him to have a spell that restores 100 hp to him and nearby units gradually (like a faster zerg regen). I'm not sure how to go with it.

    I have created a button, an ability, and 2 effects (search area, modify unit), added the button to the hero's command card and ... I'm stuck. I don't know how to go further.

    help me please. thank you.

    Posted in: Data
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    posted a message on (solved)unit from scratch help

    that's the first time I can help someone here, lol.

    check the flags. it sounds like you're missing a flag. why don't you check the marine's flags and compare which ones are selected?

    ctrl click on a marine to have the marine's value next to your unit's, and see what is missing/different. that's what I do and it has always solved my problems.

    Posted in: Data
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