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    posted a message on (Solved) Rotating a missile?
    Quote from DrSuperEvil: Go

    Make it hidden and have a Model type actor as an attachment facing the right way?

    Worked like a charmm. Thanks!

    Posted in: Data
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    posted a message on (Solved) Rotating a missile?

    I have a custom model that I am using for a missile. I have the ability, effects, actors, unit, and mover all set up and the ability works fine.

    My issue is that the custom unit im using is rotated 90 degrees in the wrong direction. I know for a fact that it is the unit's fault, and not the ability, because I replaced the actor model with other models such as the yamato cannon, and its facing was fine.

    I tried using site operators on the custom model's actor to rotate it. It looks like at birth, the missile is actually rotated. But once it starts moving, the rotation goes back to the model's natural rotation. Anybody know the best way to rotate a missile actor? I tried using site operators in the actor tab, and the event tab rotate

    Posted in: Data
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    posted a message on Issue with imported models

    I've been importing a bunch of wow models into a game and using textureswapbyid's to make all of my textures work. Everything has been going great, but now I have a strange issue that came out of nowhere: The hair of my characters, their eye lids, the bow, and the top of my tents are no longer showing up. I've never had this issue before- Theyre all pink with no definition. Usually when the model doesn't work, it is a light blue with no texture. I'm not getting any error messages. I tried reloading the models in the importer, but they came in all pink again.

    Anybody knows what causes this strange issue? Also, what is the max map file size?

    EDIT: I think I figured it out. It had to do with the graphics settings. When I turned them wayy up, some of those models turned to pink shit. Im not sure if its because I have a lousy graphics card, or if it is because the wow models dont like the sc2 graphics settings. Either way, I fixed it

    Posted in: Data
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    posted a message on Detect when Custom Value is changed?

    @Ahli634: Go

    Oh god, I didn't even know these existed in sc2 and have no idea what they are. Any good tutorials for these? I found one, but I didn't understand what he was trying to even do with his trigger :S

    EDIT: Oh wait a minute.. I THINK I understand the concept. For example: when the custom value representing the health for my unit changes in an action, I COULD create a bunch of actions following that that would be like "if this units custom value 'health' is less than zero, kill the unit", and then I would have to do this everywhere health changes.

    OR

    You create the response for health changing inside of the action definition, and then you just put that action after a unit is damaged so you dont have to do all the actions every single time.

    Is that the main gist of it?

    DOUBLE EDIT: Sorry for editing twice, but YES.. action definitions are bad-ass, and your recommendation worked like a charm! Thanks :)

    Posted in: Triggers
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    posted a message on Detect when Custom Value is changed?

    I'm using custom values within triggers to store custom unit data like health and magic in a special system I'm working on.

    Is there any way to detect when a unit's custom value changes? I thought it was with "unit property changes" but apparently it isn't. I need to be able to change a unit's custom value in one trigger, and then have a second trigger that detects that the custom value changed, and then respond accordingly.

    Thanks!

    Posted in: Triggers
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    posted a message on (Solved) Issue with site operation explicit rotation (maybe others?)

    I know a bunch of people have been having this same issue with wow models. I've been scouring old threads and I think I found the solution. I haven't had a chance to try this yet, but it sounds like a solid solution to me.

    Originally posted by Kueken in 2011: Basically a similar issue like your forward vector attach method. The WoW model is broken, attaching to an attachment point directly works, but attaching with a site operation causes it to not update correctly.

    I fixed this by attaching an invisible marine to the attachment point directly and used the site operation to offset the attachment from the marine, instead of from the original model. Quite a stupid workaround, but hey, it works ;)

    Posted in: Data
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    posted a message on (Solved) Issue with site operation explicit rotation (maybe others?)

    @DrSuperEvil: Go

    I agree; it shouldn't affect the size. And yes, for my weapon actors, under 'Accepted Property Transfer' I have model scale and scale checked. In fact, all of the options are checked. This is very odddd

    Posted in: Data
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    posted a message on (Solved) Looping a Play Sequence Animation?

    I have a custom model with many many animations, several of which are not standard SC2 animation names (EX: Ready1H, or Special2H).

    I have figured out from a tutorial that I can play these animations using the Play Sequence event, or the "SendActorMessage, Play Sequence" trigger action.

    My issue is that I need the animation to loop over and over forever. The "Play Sequence" event/trigger both have flags for "Play Forever" and other flags, but even when you check "Play Forever" and uncheck "non-looping", it doesn't play forever, and it re-checks both of them when you re-open the event/action.

    Anybody know how I can fix this?

    EDIT: Sorry guys, I think I solved it. I used the "Asset Driven Looping" and now it works. Sorry for the waste of a thread, but hopefully this can help somebody else in the future.

    Posted in: Data
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    posted a message on (Solved) Issue with site operation explicit rotation (maybe others?)

    I've been using site operators to rotate actors so it looks like characters have weapons sheathed on their backs.

    For some reason, the site operator explicit rotation is scaling the actor x2. I think the reason that it is doing this is because the actor is losing its scaling association with the unit that it is tied to (maybe I'm wrong, idk).

    Is there any way to override this? I've enabled "is Local", but whether it is on or off doesn't seem to make a difference.

    Thanks!

    Posted in: Data
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @DrSuperEvil: Go

    From what ive seen, and from my limited understanding, it looks like the wow models just use diffuses. Hm, i have no idea how im going to figure out the slots if those dont work :/

    EDIT: Ahh, I'm starting to understand it now. So the slot doesn't actually mean anything per se; its mostly just a way to link the texture that you are diffusing to the texture that you are replacing (which you basically assign in the texture dependency).

    So I know of 3 slots that work: main, hair, and decal. I read somewhere that there are at least 30 of them- not sure if that's true or not. I wish I knew more. But at the very least, I'm beginning to understand this method and how awesome it is.

    Posted in: Tutorials
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    How do you know exactly what slot something is is? The only two slots I'm aware of are "main" and "hair". Is there any indication of which slot a material applies to? In the original post for the zealot, it says the material is for his Dreadlocks, but it doesn't say anything about which slot the texture applies to? How do you know for certain?

    The reason I ask is because I imported a tent model from WoW Model viewer. There is a different material for the sides of the tent, the top of the tent, and a wood post inside of the tent. How do I figure out which slots to use for each texture?

    Posted in: Tutorials
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    posted a message on (Solved) Texture swap by id since patch

    @DrSuperEvil: Go

    That was it! You solved it! Thank you so much for the help; it is very appreciated :)

    Posted in: Data
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    posted a message on (Solved) Texture swap by id since patch

    @DrSuperEvil: Go

    The full string in the second pic is: Diffuse = 753720ae579b4cf6a14b8c8e39b36b34.tga

    And this is not the footman model downloaded from the assets section- I got the model from wow model viewer. And the texture works until I add a second model & texture. Then it doesnt work anymore.

    EDIT: and I attached the map up above so if you can't read something or you want to see something I didn't post a picture of you should be able to open it. Thanks so far guys, this has been really frustrating

    Posted in: Data
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    posted a message on (Solved) Texture swap by id since patch

    Here's my map if somebody wants to physically get in there and see.

    Posted in: Data
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    posted a message on (Solved) Texture swap by id since patch

    Just tried that, but I'm still getting the error :/

    Maybe I didn't update the texture correctly?

    Posted in: Data
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