I tried to recreate the hyperjump ability for different units. Those are the Hercules and an independent Yamato Battlecruiser (new unit). The functionallity basically works, but after the jump, the "placement" model sticks with the unit and adds a wierd green glow.
Can someone give me a hint on what I forgot to copy?
But wouldn't this mean, that some "ghostly" voice simply said "Not enough energy" like the adjutant does know, with the portrait uninvolved?
For the "evac" and "bunker in/out" sound a source on the battlefield would be even ok.
The premium way, I think, should be to add a new sound index as "what", "yes" etc., but I just had the idea to just use an unoccupied sound slot for the unit and add events triggering them.
Hi, I want to utilize the unused additional voice effects from several terran units in my new map.
There are mainly 3 types:
- Low Energy
- Evac
- Enter/Leave Bunker
The first one I activated by creating an actor specific Error triggering the sound effect
For the second two I added a dummy behaviour to the host unit, that's applied on entering the bunker/medivac.
But here comes the problem:
Normally, all voice sounds originate from the portrait (the sounds "come" from the UI)
But the techniques I used make the sounds come from the unit on the battlefield, which sounds a little wierd.
Does someone know a trick to add these sounds as normal sounds like "pissed", "what", "yes" and "help" to the units?
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No, there's also that of the actual model:
Original http://imgur.com/oNIGgNv Copy http://imgur.com/hIT216z
Maybe something is in the "Impact" model:
Original http://imgur.com/wNDX0CH Copy http://imgur.com/X3AXEk1
Edit: But maybe I'm missing one. The editor doesn't show, where actors are rerouted, this makes things quite hard to understand.
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I can't find a reference to destroying the "placement" model in the original Battlecruiser actor either:
http://imgur.com/1JoklSK
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Hi, it's me again.
I tried to recreate the hyperjump ability for different units. Those are the Hercules and an independent Yamato Battlecruiser (new unit). The functionallity basically works, but after the jump, the "placement" model sticks with the unit and adds a wierd green glow.
Can someone give me a hint on what I forgot to copy?
You can find the map here: https://www.dropbox.com/s/ecngqavhs5yklvj/SC2%20Restore.SC2Map?dl=0
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I didn't notice this "2D"/"3D" tab before :)
But wouldn't this mean, that some "ghostly" voice simply said "Not enough energy" like the adjutant does know, with the portrait uninvolved?
For the "evac" and "bunker in/out" sound a source on the battlefield would be even ok.
The premium way, I think, should be to add a new sound index as "what", "yes" etc., but I just had the idea to just use an unoccupied sound slot for the unit and add events triggering them.
0
Hi, I want to utilize the unused additional voice effects from several terran units in my new map. There are mainly 3 types:
- Low Energy - Evac - Enter/Leave Bunker
The first one I activated by creating an actor specific Error triggering the sound effect
For the second two I added a dummy behaviour to the host unit, that's applied on entering the bunker/medivac.
But here comes the problem: Normally, all voice sounds originate from the portrait (the sounds "come" from the UI) But the techniques I used make the sounds come from the unit on the battlefield, which sounds a little wierd.
Does someone know a trick to add these sounds as normal sounds like "pissed", "what", "yes" and "help" to the units?