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    posted a message on Siege Breaker Jump Jet Animation Not Ending Right

    @DrSuperEvil: Go

    Found it, it was a line that was out of the order I was looking at, namely this: <On Terms="UnitHeightUpdate.*.Land" Send="Create SiegeTank_Land"/>

    After copying and pasting that onto the Siege Breaker, on both modes, the sound now works perfectly! Plus I found out how to make the Siege Morph sound with Smart Servos play correctly on the Breaker as well!

    Posted in: Miscellaneous Development
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    posted a message on PDD not using its weapon while healing

    Double post, but I'm simply updating to state that unchecking the "only fire while attacking" flag didn't work to make the laser fire while healing, so I'm not sure what I need to do here.

    Posted in: Miscellaneous Development
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    posted a message on PDD not using its weapon while healing

    @SoulFilcher: Go

    I think I actually tried that earlier tonight, and it didn't work, I believe... Let me try again.

    EDIT: Nope, didn't work...

    Posted in: Miscellaneous Development
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    posted a message on PDD not using its weapon while healing

    @SoulFilcher: Go

    Yeah, that's right, the laser is a weapon. I'll try what you suggested, then.

    EDIT: Nope, setting it to Transient only makes the healing beam disappear.

    Posted in: Miscellaneous Development
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    posted a message on PDD not using its weapon while healing

    Just like in my previous thread where I mentioned I added the Siege Tank's stuff from Covert Ops to the Siege Breaker, I decided to make Ravens have a PDD that uses both functions from Ladder and Covert Ops, namely the Point Defense Laser and the Bio-Mechanical Repair. My problem here is that while the PDD shoots the laser at projectiles, as soon as it starts healing an unit, it doesn't shoot the laser any more until it stops healing. I've checked through both the weapon, its effects, and the heal's ability and effects... But I can't get them to work at the same time.

    Any recommendations on what I should do to fix this?

    Posted in: Miscellaneous Development
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    posted a message on Siege Breaker Jump Jet Animation Not Ending Right

    @SoulFilcher: Go

    Understood, I'll do that.

    There is another thing regarding the tank, actually, but this is minor compared to the animation bug. It's related to the landing sound that the tank makes. The regular tank does it, but the Breaker... Not at all. There's an actor for the Landing sound, but there doesn't seem to be any association with the Tank.

    Posted in: Miscellaneous Development
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    posted a message on Siege Breaker Jump Jet Animation Not Ending Right

    @SoulFilcher: Go

    Yeah, it's done like this: "<CActorMissile id="SiegeTank" parent="GenericUnitMorph" unitName="SiegeTank">"

    I actually tried it earlier, but I think I forgot to change the ID and unitName while pasting... And I forgot to change the close tag. Derp.

    I tried it now, and after testing... IT WORKS! That was the answer!

    EDIT: Now that this big problem is solved... I'm guessing I need to create another thread for another situation I need some advice on here? It's unrelated to the tank, and has to do with PDDs, instead.

    Posted in: Miscellaneous Development
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    posted a message on Siege Breaker Jump Jet Animation Not Ending Right

    @SoulFilcher: Go

    It's... Not letting me. I swear, I've been able to change some insane stuff in this mod, but can't even change an Actor type.

    Actor

    Posted in: Miscellaneous Development
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    posted a message on Siege Breaker Jump Jet Animation Not Ending Right

    @DrSuperEvil: Go The animation isn't playing at all, since the Siege Breaker lands while the jets are still on, and it just freezes until the time is up, so I'm betting it's not being detected at all.

    @SoulFilcher: Go Nope, my Siege Breaker is still an Unit, that might be why it isn't working... I'll try that.

    EDIT: Actually... How am I going to do that? Do I have to set the actor all over again?

    Posted in: Miscellaneous Development
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    posted a message on Siege Breaker Jump Jet Animation Not Ending Right

    Well, I found the Launch Missile that actually has the Motion Phases, but it's associated to a Create Persistent that doesn't seem to be associated with just the regular Siege Tank... In fact the Siege Breaker has it in its own list of effects. The Launch Missile has a SiegeTankJumpJet(Unnamed) Mover, just like you said:

    Jump Jet

    However, when I check the Mover, there's nothing that prevents the Siege Breaker from reaching MotionPhase 2.

    Mover

    Am I missing something, perhaps?

    Posted in: Miscellaneous Development
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    posted a message on Siege Breaker Jump Jet Animation Not Ending Right

    Apologies for the very late reply. Well, the only Mover I'm aware of is the one in the Movement tab for the unit itself, unless I'm missing another kind of Mover... Either way, both Tanks have it set as Ground:

    Tank

    Breaker

    Unless there's a Mover in the Actor itself, I'm not sure how this would fix it.

    Posted in: Miscellaneous Development
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    posted a message on Siege Breaker Jump Jet Animation Not Ending Right

    My mod uses Siege Breakers instead of Siege Tanks, and I'm trying to add the Covert Ops stuff, that means I need to add the Siege Tank's Jump Jets ability to the Siege Breaker.

    So far everything is going well, the Breakers jump and the animation works well... Until it hits the end. The tank remains on the Jump animation, and doesn't activate the JumpEnd animation, despite the fact I have a MotionPhaseStart event that's supposed to start it. The whole sequence for the animation is the exact same as the Siege Tank's, so this shouldn't be happening.

    Here's the Siege Tank finishing the animation: Example of the Siege Tank's animation.

    Here's the Siege Breaker not finishing it, notice the jets at the bottom even though the tank hit the ground already. Siege Breaker's animation

    To show that the events are all the same, here's a screenshot of both tanks' actors:

    Siege Breaker

    Siege Tank

    If anyone could help me out here, I'd be very grateful. I can't really afford getting rid of the Siege Breakers, so I either have to fix this, or live with the bugged animation... And the latter isn't really an option.

    Posted in: Miscellaneous Development
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    posted a message on Make Melee AI use Campaign units

    Thaaaank you! I found it! I can change the IDs now! Though... Do I need to add the RequirementsAI file anywhere, or can I just import it into my mod?

    EDIT: It's now giving me a script error when I create the custom script in my mod's library. Most likely the default RequirementsAI is trying to run after my mod's, but since the variables are already declared, it returns an error. How do I fix this? I added a screenshot of the error.

    EDIT 2: After some messing around with the components folder, I've managed to make it work! The AI has managed to make Sentinels and Instigators perfectly! Thank you so much for your help, IskatuMesk!

    EDIT 3: For those that might find this thread in the future, to make the galaxy file work, you have to save your mod as Components Files, and in the Base.SC2Data folder, you need to create a TriggerLibs folder, and copy the RequirementsAI.galaxy file into it. That'll override the default RequirementsAI.

    Posted in: AI Development
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    posted a message on Make Melee AI use Campaign units

    Right, though... Where can I get TriggerLibs? I can't find the data files for it, unless they're available somewhere, or I'm looking in the completely wrong spots.

    EDIT: I've looked in my installation directory's Mods folder, but... I can't find any of the SC2Mod folders, my guess is that they were removed in 3.0.

    Posted in: AI Development
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    posted a message on Make Melee AI use Campaign units

    I'm working on a mod that replaces a lot of melee units with their campaign variants. However, the AI refuses to build any unit that got replaced by said variant (e.g. Marines replaced by War Pigs, Zealots by Sentinels.), only building unchanged units like Adepts, Hellions, among others. My guess is that it happens because the AI is trying to build units with specific IDs, yet can't find them. Is there any way I can make it build the Campaign variants instead? I'd like to try and change the build orders, but the SC2 Editor doesn't even allow me to do that.

    Posted in: AI Development
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