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    posted a message on Help! My unit is borked!

    Delete post, figured it out.

    Posted in: Data
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    posted a message on Upgrading unit 'a' to unit 'b'

    @Circulation: Go

    I don't know for sure how to do it, but I would take a look at the Events in actors of units that have burrow.

    Posted in: Data
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    posted a message on How do you make requirements work?

    @Sergeant897: Go

    What are you trying to require for what? The requirements on the command card I believe are for display status only. A requirement node is required. You may or may not have to make one depending on what desired requirement. In any case, this picture demonstrates where you need to go to set an ability's requirement after making the requirement node:

    Posted in: Data
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    posted a message on Firebat Problems

    Ok, Phoenix doesn't have a turret. I've been trying to adapt the Missile Turret to work, but I can't see to get it to. From what it looks like, the turret has its own model that is created, I just can't figure out how the hell they get the turret to turn. I figured I could have the turret be the model that turns and have the actual unit have no model so you just see the turret (with the unit's model) turning.

    Tried copying the Perdition turret and changing the model to a Firebat, doesn't work either. Model doesn't turn at all.

    Got the ghost to work how I would want the firebat, doing the same thing with the firebat yields no model turn, no attack model, and no damage.

    Posted in: Data
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    posted a message on Firebat Problems
    Quote from Photoloss: Go

    Did you read my last post in your other thread?

    You _should_ be able to tint the model by duplicating the FirebatAttackModel and assigning the dupe to the FirebatAttack actor under Art-Container Model. If that doesn't work report back here.

    For your second problem, try using the Phoenix turret. I don't know how turret actors actually work, but the Phoenix rotates its entire model around a fixed point to face enemies. If there is any line in the Phoenix turret actor that directly references the Phoenix unit, model or weapon, change it to the equivalent for the Firebat.

    Don't use a Free-Rotating turret for your weapon, nor give it a 360° firing arc, as both will prevent the unit from facing the target.

    Yes, I found out why it wasn't working. I thought I had changed it before to refer to FirebatAttackModel, but it got reset, possibly when I got an editor crash. Anyway, I'll try the Phoenix turret.

    Posted in: Data
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    posted a message on ActorCreate - SetTintColor doesn't work

    I believe you are referring to the attack itself instead of the actor the attack creates. The Marine Attack actor uses a Generic Attack Launch Model, which is the fire coming out of the. Copy the Generic Attack Launch Model and name it, let's say, Marine Attack Launch Model. Next, go to Marine Attack and go to Art, then change all references to Generic Attack Launch Model to Marine Attack Launch Model. Then go to Marine Attack Launch Model and add your SetTintColor event.

    Posted in: Data
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    posted a message on Firebat Problems

    Ok, first, I've been able to change the color of the Firebat's fire attack just fine, the problem arises when he gets put into a Bunker. It resets the color.

    Second, I've also got a Firebat made into a building with a Turret. How do I get him to turn when he attacks enemies? Something with an event in his attack actor? If so, how do I make an event that references a target?

    Posted in: Data
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    posted a message on Hellion Attack Problems
    Quote from Photoloss: Go

    Increasing the period count alone isn't enough! You also have to add additional coordinates to the list of periodic offsets.

    For Hellion beams using ActorCreation->SetTintColor on the HellionAttackBeam actor should work.

    FYI, the FirebatAttackModel doesn't actually contain the model, it only scales the model. Still, you could copy it, delete the existing SetScale event, add your SetTintColor, and then add it to the Attack actor under Art-Container Model. At least I hope that'll work.

    Basically, you can't reference launch/impact chart objects without creating another actor to add under Art-[whatever] Model.

    Yep, got it to work earlier. If anybody can close this thread, that would be cool.

    Posted in: Data
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    posted a message on Hellion Attack Problems

    Ok, an update to this. I want to change the color of the Hellion attack beam and the Firebat attack beam. I've been able to get the Firebat's to change after the attack is canceled with Abil.attack.ReadyStop and SetTintColor targeting the FirebatAttackModel, but I can't seem to get it to work before the attack is canceled (what I assumed would be Abil.attack.ReadyStart with the same SetTintColor). I'm assuming the solution to be will be the same?

    My guess is that it doesn't work because the ReadyStop is changing the model color after it has already been produced, whereas the ReadyStart is trying to change it before it exists. I'm not really sure, though. How do I make it start a certain color?

    Edit: Figured this out with the help of Google. For anybody curious to know, go to Actors. Find the actor model relating to the attack you're changing. For Firebats, it's FirebatAttackModel. For others, it's probably something similar, though some of them have Beam instead of Model, maybe some have other things. They should have something like "Actor Creation - AnimBracketStart BSD Birth Stand Death ContentPlayOnce" in the Events field as well as some other stuff. Add a new event on Actor Creation with SetTintColor and change the color as desired.

    Edit: And I'm back to square one when they go in bunkers... I can't find the Firebat's bunker attack model anywhere, I thought that they would be the same thing.

    Posted in: Data
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    posted a message on Hellion Attack Problems

    @Photoloss: Go

    Aah, thank you, that helps a lot. By add to the offsets, do you mean change 25 to X, or is it more complicated than that?

    As for the angle, I knew it was something with that! I just thought that changing the SOpTargetPoint to SOpTargetModel would work. I'm pretty new to the editor, but for the most part have been able to figure out stuff on my own, but I'm just guessing as to what does what.

    Nevermind about the offsets, I figured it out.

    Posted in: Data
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    posted a message on Hellion Attack Problems

    So I've changed the Hellion's attack to be able to target and hit air, but not target or hit ground, not even with the splash. The problem is, I can't increase the range of the attack or the angle at which the attack is made (looks rather silly when it shits at the point the air units are anchored to instead of the actual unit). If I increase the range and tell the Hellion to attack, it will move into range, but just sit there doing nothing until I move it up to a minimum of about 5-7.

    I need help, I don't know what's wrong with this. I'm guessing that the attack range is somehow due to the limited size of the stream of fire the Hellion makes, but I don't know what exactly that is.

    Posted in: Data
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