• 0

    posted a message on [XML] How to Uberlisk

    @ChaosEternal: Go

    Number 7 (SOpAttachTarget7) should be appearing on the upper right portion of the Uberlisk's head as you look at it from behind. Make sure on your SOpAttachTarget7 Actor that you changed the Target Index value to 7 and of course for that tentacles UberliskSpineCrawlerTentacle Actor make sure you typed in your SOpAttachTarget(# here) command in correctly in the Host Attachment + field (needs to be spelled exactly as the command is).

    @Vinniea22: Go

    This was an issue I had for awhile when I first made my Uberlisk. I thought I had followed hati's XML guide to a '"t" when I was transposing it to the Data Editor but after going over it in further depth my issue was on my UberliskRangeAttackMissile Actors (I was calling them UberliskRangeLMWeapon prior to making my guide). My issue was that I was not adding the ::Supporter line into the Target fields on the specified Events. Once I fixed that along with properly adding a 2-5 to the TentacleAttack (Name) for the following Event it worked fine:

    Event: MotionPhaseStart
    Term: MotionPhase
    Action: RefSet Target= ::Supporter, Name= TentacleAttack(add a 2-5 here for the 
    respective Actors), Source= ::Self
    

    This is the other Event that requires the ::Supporter line in the Target field:

    Event: ActorDesctruction
    Action: Signal Target= ::Supporter, Name= TentacleRetracted
    

    Also if any of these helps fix either of your two issues please let me know or if there is someway I can improve my guide, thanks!

    Posted in: Tutorials
  • 0

    posted a message on [Data, Trigger] Mount / Vehicle System.

    @GeoSpooky: Go

    Under the Weapon in question you want to change the (None) - Allowed Movement Field to Moving. This should allow the unit to move while still firing the weapon.

    Posted in: Tutorials
  • 0

    posted a message on [XML] How to Uberlisk

    @ajdun: Go

    Most likely you want to check the UberliskSpineCrawlerTentacle Actors Events.

    Make sure the one that involve the Burrow command are setup as outline in the guide.

    Event: ActorCreation
    Action: AnimGroupApply Burrow
    	
    Event: WeaponStart.SpineCrawler(change this to the respective UltraliskRange).AttackStart
    Term: AnimPlaying Burrow 
    Action: AnimClear Burrow
    

    For the second one it may be confusing. It should be something like WeaponStart.UltraliskRange.AttackStart (Msg Type.Source Name.Sub Name)

    My guess is that since your Spine Crawlers are not burrowing to fully "attach" to the Uberlisk is that when they teleport away from it to attack it is triggering the ActorOrphan Event which causes them to Destroy themselves. If you fix the burrowing issue and they still exploded you can either share the map with me and I can try to fix it or you can download my UberliskTest map and look that over to compare youself. (Map was attached to a previous post of mine above).

    Posted in: Tutorials
  • 0

    posted a message on [Data, Trigger] Mount / Vehicle System.

    @ravenkaizer: Go

    Three thing.

    1.) Instructions are pretty good and I was able to get this to work just fine with a Hellion and Marine.

    2.) What does "Set player 14 to all players." mean? Does this mean I need to copy the Action that makes player 14 ally or what?

    3.) Do you know if there is a way to have the "name" of the Unit change after the vehicle is mounted? i.e. when just looking at it the name is Hellion but after someone mounts it and takes ownership it changes to Hellion - [name of unit that mounted it]

    Good guide for your first time.

    Posted in: Tutorials
  • 0

    posted a message on [XML] How to Uberlisk

    @ForbiddenDonut99: Go

    In regards to the tentacles attacking a target and then just seeming like they stick to the ground...make sure on your UberliskRangeAttackMissiles you check these Events:

    Event: MotionPhaseStart
    Term: MotionPhase
    Action: RefSet Target= ::Supporter, Name= TentacleAttack(add a 2-5 here for the 
               respective Actors), Source= ::Self
    

    AND

    Event: ActorDesctruction
    Action: Signal Target= ::Supporter, Name= TentacleRetracted
    

    Make sure the areas that have (add 2-5) that you actually adding that number to the correct actors. It is also important to put ::Supporter in the Target field of the specified Events

    Same thing for the UberliskSpineCrawlerTentacle Actors. They have the Event:

    Event: Signal.*.TentacleRetracted 
    Action: RefClear TentacleAttack(add 2-5 for the respective Actors) 
    Make sure you are adding the 2-5 to the appropriate Actor.
    

    In regards to one of your tentacles exploding the instant the map starts it could be a couple of events. Make sure under the UberliskSpineCrawlerTentacle Actors that you have added the following Events correctly:

    Event: ActorCreation
    Action: AnimBracketStart BSD Birth Stand Death 
    (This one could be confusing but the setup is Msg Type, Name, Opening, Content, Closing.)
    
    Event: ActorOrphan
    Action: Destory
    
    Event: AnimBracketState.*.AfterClosing
    Term: AnimName BSD
    Action: Destory
    

    Outside of that all I could advise is to try and determine which of the Tentacles is the one exploded in relation to the placement on the Uberlisk and compare the Actors associated to it with one of the working ones.

    Tip: The Target Points (Host Attachment +) used on the UberliskSpineCrawlerTentacle are connected as such:

    Target = Middle of the Uberlisk back (under the head).
    Target1 = Top of the head near the middle.
    Target7 = Top of head near back right portion.
    Target8 = Top of head near back left portion.
    Head = Head
    
    Posted in: Tutorials
  • 0

    posted a message on [XML] How to Uberlisk

    I updated the Guide to explain the whole Event, Term, Action bit as well as changed the wording some and added some pictures. Enjoy! You should also be able to download the newest version of the guide using the following link: http:dl.dropbox.com/u/6606139/UberliskCreationGuide.rtf

    Posted in: Tutorials
  • 0

    posted a message on [XML] How to Uberlisk

    @ForbiddenDonut99: Go

    I have no idea how adding the stuff for the Uberlisk would effect your other units. Since everything is either a duplicate of the Ultralisk or brand new it shouldn't effect other units. If you like you can share your map with me and I can see what might be the issue.

    @CDDK: Go

    I assume your talking about the Remove Event part of my Guide in regards to the UberliskRangeAttackMissile Actors. Below is a picture of how this should look. I will see about adding an example of these Term/Set Events to the guide to make things easier. I have also attached my current test map for the Uberlisk. This map contains the Spine Crawlers attached to the Uberlisk as well as the current Death Nova ability. The first Uberlisk is meant to die to show off the Death Nova effect upon death. The second one is just to mess around with and make sure the Death Nova ability itself (that the player can activate) also works.

    Remove Event

    Posted in: Tutorials
  • 0

    posted a message on [XML] How to Uberlisk

    Ugh I think I am giving up on this Earthquake ability I can not for the life of me get the effect/actors right to just cause a terrain deformation where ever I click and if a unit happens to be in that area to cause damage to them. So far the only effects I have gotten are:

    A.) The spike forms under my Unit instead of where I clicked/on the enemies I clicked on and then afterward while I move my unit the deformations continue to appear under me.

    B.) I get the deformation to appear under an enemy (but only if I pretty much select that enemy), it does damage to them but if it doesn't kill them in one shot and they start moving the deformation continues to form under the enemy unit.

    C.) No deformation appears at all but the damage is still applied to the select unit (once again does not seem to allow me to just target a spot on the ground where no units are around).

    I have tried countless times to duplicate other abilities and change up the Target Location/Launch/etc. (such as the Baneling - Explode, the High Templar - Psionic Storm, the Infestors - Fungal Growth, etc) but no matter what I do I can't get it to work. Can anyone give me advice on how to fix this? A map or guide on the creation of the actor/effects needed to just make a point and click deformation ability would be great!

    Posted in: Tutorials
  • 0

    posted a message on [XML] How to Uberlisk

    @Sixen: Go

    Thanks for uploading it to the site as well. Main reason I shared it like I did was that if I make changes to the file and save it then anyone clicking the link will automatically get the newest version. Just a handy feature of DropBox. :). Also I am making some progress on the earthquake ability. I got it to the point that it will cause a spike to shot from the ground at the location of enemies when it does damage to enemies. I still can't get it to just do the spikes at a location I click even if damage was not done to anything. Any ideas on this?

    I also figured out how to get one animation to show properly on death of the Uberlisk (Death Nova) without losing the Uberlisk normal death animation. Now I just wish I could find a better animation to use for the explosion besides the nuke animation...lol.

    Posted in: Tutorials
  • 0

    posted a message on [XML] How to Uberlisk

    Sorry for the delay been tinkering with other stuff in the Editor and forgot to post my little guide to creating/attaching the Spine Crawlers to the Uberlisks back. You can get the Guide from here. I am working on the EarthQuake ground deforming attack (having issues getting it to work properly on a click ground action I think it is just my brain hurting). Will also add the creation of the Death Nova effect to my Guide a bit later. Cheers

    Posted in: Tutorials
  • 0

    posted a message on [Data,Terrain,Actors] How to do Live/OTF Terrain Deformation + Demo

    @xhatix: Go

    Hati. I was wondering what you did to allow a click action ability that would create the deformations I have been trying to duplicates this with little luck. Would you be willing a map with this setup? Thank!

    Posted in: Tutorials
  • 0

    posted a message on Animations on Death (besides the units own)

    No one has any ideas on this?

    Posted in: Miscellaneous Development
  • 0

    posted a message on [XML] How to Uberlisk

    Ok Update. I got a Guide pretty much typed up for creating the Uberlisk Unit itself as well as the Spine Crawlers on it's back. Something I have come across is that although my Uberlisk will use his Melee and Spine Crawler attack against Units and Structures I cannot get the Spine Crawlers to attack Rocks (the boulders used to block entrance to bases earlier on some maps).

    Any ideas on this?

    I have having a friend go through the guide to make sure he can duplicate the Uberlisk without any issues and again it is just for the Spines. I will be adding info to it later for the Death Nova effect (explosion on death) and will be looking into doing the Earth Shaper (Shaker?) ability.

    Posted in: Tutorials
  • 0

    posted a message on [XML] How to Uberlisk

    @Anonymoose: Go

    Anonymoose, I have been over your Uberlisk now I few times. Using it I was able to get my tentacle to extend out and kill things but it seems if they extend out to far they don't seem to fully retract back until they go to attack something else. Sometimes they even seem to get stuck in mid-air and my Uberlisk can just keep walking away while the tentacles just keep extending until another enemy is within range. Any ideas of what could be wrong? I made a direct copy of your Movers for the attack and retract so not sure what is causing the issue.

    If anyone wants to take a look at it and give me some ideas let me know.

    Also I am in the process of trying to get the death effects to work like they did for the BlizzCon Uberlisk. i.e some kinds of "psionic" blast along with the Ultralisk normal death animation. I already have the explosion radius damage effect working just need to get something visually showing for this. Any ideas on accomplishing this would be greatly appreciated as well.

    Posted in: Tutorials
  • 0

    posted a message on Animations on Death (besides the units own)

    I am trying to figure out how to make an animation happen at a unit when it dies. I know how to change the animation death of the unit itself but I need to be able to create/have and animation/effect that occurs on top of that.

    An example would be like the Uberlisk death. It uses the normal Ultralisks Death animation but also has an explosion animation that occurs around it. Also I already know how to create behaviors and effects that cause damage in a given radius outside of the unit on death the only issue i getting this radius damage to show visually.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.