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    posted a message on Help with Unload Unit Command (Work Around)

    Im trying to issue a Unit Specific Unload command to a transport.

    Ive read here that, for triggers at least, I would need to first set a TargetPassenger before actually issuing the order.

     

    Im not entirely sure how that relates to the Issue Oder Effect, but Ive tried using an Iterate Transport Effect to get the Target Unit.

    I was able to get the Unit and successfully tested this by using a Create Persistent (2 second delay) > Kill Effect.

    (Unit enters, 2 seconds pass, unit dies)

     

    But when I try to replace the Kill Effect with the Issue Order Effect, nothing happens. Not even an Alert.

    (Ive tried both index 2 and 3 to no avail)

     

    Any thought on how I can get the Issue Order Effect to unload the Target Unit?

    Posted in: Data
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    posted a message on Is Phantom Objects a known bug?

    Ive had objects(Validtors, Units, Effects, Literally anything in the Data Tab) that Ive deleted one day return the next.

    Ive seen, on several occasions, a validator or Effect that I created just not show up when trying to add it to another Object's Effects or Validator fields.

    I literally pull the window off to the side and can look at the Data Tab to see the Validator is there, but can't see it in the selection window.

     

    It is normally easily enough solved by exiting and reloading the editor, but its still annoying as *&@% when it happens and interrupts your train of thought. And sometimes a restart doesn't work. In that case I have to make a new object of a completely different Type and then changed to the type I want to get it to show up. In the selection window it still shows its type as what I created it as, not what I changed it to.

     

    Is this a known issue or am I going nuts??

    Posted in: Data
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    posted a message on Am I using "Strafe" Weapons right?

    Create Persistent = Target Unit

     

    I haven't done any further testing since yesterday.

    Ive spent the last day building a chain of Effects, Behaviors, and Validators to create a customizable Strafe setup, because it turned out the default Strafe Weapon's movements were not suited to the Unit I was building. It is suited to the next Unit I want tho and Ill be doing more tests soon, so any insights would be helpful.

     

    Posted in: Data
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    posted a message on Am I using "Strafe" Weapons right?

    Create Persistent = Point

     

    Posted in: Data
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    posted a message on Am I using "Strafe" Weapons right?

    Ive looked over the settings, and reviewed the Wiki page.

    But I couldn't get my Strafe Weapon to work on its own. It wouldn't call the Effect at all, but would still throw an error if the Effect was set to "none".

     

    I switch it to Legacy and the weapon fired fine. But I wanted that constant movement that comes with the Strafe weapon.

    So I split it into two weapons. A Hidden Strafe weapon that calls a dummy Effect, and a Legacy weapon that can fire while moving that calls the actual Effect chain.

     

    It seems to work fine, but feels odd that I would have to do that since the Selendis Interceptor unit from the game only has a single Strafe weapon from what I can tell.

     

    Is this just how it works or am I missing something?

    Posted in: Data
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    posted a message on Force a fixed spawn position for trained units?

    Is it possible to force a fixed spawn position for units trained from a building?

     

    The Starport has this cool "work" animation that lowers the hatch and raises it again, as if the units are flying out of it.

    But then they just *POP* in at the outer edge of the footprint.

     

    It would be great if I could force all units trained from the Starport to appear at its Overhead Attachment Point...

    Posted in: Data
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    posted a message on Validator: Unit Compare Cooldown, Does not count seconds?

    Im...  not familiar with Hexadecimal use or what the implication would be here.

     

    I chose that value simply because 15 * 16.16 = 262.4

    And I came to 16.16, purely through trail and error based observation when I originally noticed the difference in the Validator's Value field.

    (it was actually 16.163.. and further decimal places I can't remember the numbers for. But I didn't feel there was a need for that kind of precision)

    Posted in: Data
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    posted a message on Validator: Unit Compare Cooldown, Does not count seconds?

    From testing it appears to properly account for game speed.

     

    I did a comparison to check if less than 15 seconds remained of a 64 second cooldown, I input 262.4 into the Value field and the valitator succeeded when the cooldown had 15 seconds remaining at both Normal and Faster game speeds.

     

    Posted in: Data
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    posted a message on Validator: Unit Compare Cooldown, Does not count seconds?

    Ive gotten around the problem after some testing to discover that you need multiply the intended seconds to compare to by about 16.16

     

    For example:

    When comparing if the cooldown is less than 40 seconds, I input 646.4 into the Value field and the valitator succeeds when the cooldown has about 40 seconds remaining.

     

    This test was done on an Effect - Target Ability.

    I tried it on an Augment Ability that was being used to track the Charge and Charge Cooldown of the unit's weapons, but the Validator did not seem to be able to see the Charge Cooldown.

     

    Does anyone know if this requirement is unique to Effect - Target Ability Cooldowns specifically , or is it a difference between Charge Cooldowns and regular Cooldowns?

     

    EDIT:
    Nevermind. Upon further testing, it is a difference between Charge Cooldowns and regular Cooldowns.

    Meaning the Unit Compare Cooldown Validator does not look at Charge Cooldown.

    I switched the Augment Ability to use a regular Cooldown and it saw and used a value of 262.4 as 15 seconds.

    Posted in: Data
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    posted a message on .M3 Import for Blender 2.76?

    Ive looked around and the latest I can find is for Blender 2.6, and I can't get that plugin to work.

     

    Does anyone know where I can get a working .m3 import-export addon for blender 2.76?

    Posted in: Data
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    posted a message on Behavior triggered Impact Effects? (Solved)

    Got a projectile to spawn in the hopes that I could just have the unit appear when the projectile hits the target location.

    But its ignoring my SOpOffset actor.

     

    SOpOffset Actor is the only thing in LaunchSite OPs+

    The behavior is directly calling the Launch Missile Effect.

    Launch Missile's Launch Location is set to Caster Unit/Point.

     

    What am I missing?

     

    EDIT:
    Update:

    I added a launch asset and said asset is correctly spawning at the SOpOffest Actor's offset location.

    Projectile is still ignoring the SOpOffset Actor and spawning at the Caster Units location.

     

    EDIT2:

    Art Missile was not set properly in the Action Actor.

    ):<

     

    EDIT3:

    Two things tripped me up.

    1. The Art Missile not being set in Action Actor. (really wish it wouldn't default to custom name matching the Actor name, made me think it was properly set when it wasn't)

     

    2. The Launch Missile Effect MUST have an offset value set for both Impact and Launch Locations. Even though NEITHER actually do anything, because Launch is set from the SOpOffset Actor and Impact is set from the preceding Create Persistent Effect. (I had them both set to 20 Z, and 20 Y respectively just to test if it would have an effect on the actual offsets. Nothing. Nadda. Yet if I set them to 0,0,0 then fuck no. No missile worky for you! )

    Posted in: Data
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    posted a message on Behavior triggered Impact Effects? (Solved)

    I made a "Behavior" Ability that when toggled on will periodically spawn units at a location after a delay.

    The idea is to play a visual FX at that location before spawning the units so it looks like they were portaled in or drop podded in or whatever I need it to look like.

     

    Ive been trying to properly attach it's Effects to an Action actor so I can use the Action Actor's Impact Map, but I can't seem to get it to work.

    In the Action Actor Ive tried setting the Create Persistent responsible for spawn location as the Launch Effect, and the Create Persistent responsible for the time delay as the Impact Effect.

     

    No impact assets are played and I get "ImpactAction/ImpactActionPhysics  message arrived before ActionActor Commenced" warnings.

     

    How do I get Impact assets to play for my periodic behavior?

    Posted in: Data
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    posted a message on How to modify the standing distance while a worker builds a structure?

    Didn't work.

    Looking at it that field is described as separation for air units in a squadron. :P

    Posted in: Data
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    posted a message on "Birth D Start" refuses to play. (Solved)

    Ok. Now the Build Model isn't animating.

    The structure appears visually as a fully completed structure during construction.

    How do I get it to play its birth animations in the correct timing with the Terran construction Actor?

     

    EDIT:
    Figured it out.

    Turns out I already had set it up previously, but somehow borked my Terran Constructions Progress Actor at some point. I added my build ability back into it and the birth animations returned.

    Posted in: Data
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    posted a message on "Birth D Start" refuses to play. (Solved)

    Ok I got it to work but only by making a whole new separate entry into the Events+ list:

     

    UnitConstruction.*.Finish

    =AnimPlaySequence BirthD BirthD PlayForever,NonLooping

     

    I don't know why the fist entry fails(it even fails when using AnimPlaySequence), but whatever the second entry works.

     

    :P

    Posted in: Data
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