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    posted a message on Dependencies in mod

    @GhostNova91: Go

    • Liberty
    • Liberty Multi
    • Liberty Campaign

    In that order. But I know what you want to do, I tried it too. It won't work. You're trying to take the campaign data and make it into a mod for Multiplayer, right? I'm guessing you extracted the XML files from the campaign file and put them in your mod file, no? Weird bugs will happen then. Some units will have double values. Attacks will do double the damage, morphing units like the Lurker won't work properly (messed up actors/anims and takes double the time to build), etc. That is, unless you change the ID of everything that is in the campaign that you put in your mod so no overrides happen...And that's gonna take you a lot of time.

    It's still reading the Campaign stuff, but it will also read your stuff over it, resulting in weird game bugs, like Lurkers taking twice the time to morph and having 2 weapons, and Siege Breakers taking 2 seconds to fire or deploy rather than doing it instantly. Some weapons will also do double the damage because the game will read 2 entries for the same weapon, in the campaign dependency and the mod you made.

    I would just suggest loading Liberty Campaign as the main dependency with Liberty underneath it, and changing the campaign modified values for some of the units, like the Zergling & Baneling sizes, Siege Tank's (Siege Mode) and Hellion's weapons, adding back the EMP ability to Ghosts, etc.

    Afterwards, just save the mod, close the editor, re-open it (it will load the default map), open the data editor, load the mod and load the map that uses your mod or create it. (Your mod's dependency should be at the bottom in the list of dependencies) Make sure the map has the same dependencies in the same order as the mod. Once you add the dependencies, close the editor, then re-open it, then the data editor, then the mod, then the map.

    Posted in: Artist Tavern
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    posted a message on [Request] Reaver

    Can anyone post a screenshot of the fully textured Reaver that mParfait made?

    I'd check it out myself, but I can't figure out how to add a texture to a model in Blender...

    Posted in: Requests
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    posted a message on Actors help - how do I play the birth anim when unit is complete?

    Bump. Can anyone help?

    Posted in: Miscellaneous Development
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    posted a message on Actors help - how do I play the birth anim when unit is complete?

    I'm having problem with this unit. It can morph, like, say the Greater Spire, and it all works out, up until it gets to finishing the morph animation. When the morph stand animation is done, I can't seem to get it to play the morph anim right. It just plays the morph end anim, but only the one for the morph model, not the one for the actual unit.

    Here's what happens: Unit is given order to morph - morph anim from unit to cocoon - plays the cocoon stand anim (aka morph stand) - plays the morph end anim for the cocoon (the cocoon unraveling), and then inside...is nothing. After a short milisecond, the final unit model appears. I can't get the animation of the unit that morphs to show it unraveling from the cocoon. The cocoon unravels with nothing inside and after barely a second shows the full unit appear like magic.

    I want to do something like the greater spire. I'm using the Lurker Den model and the morphing model, but the actors in the campaign for that are messed up when I use them without the campaign dependency on top or when I copy it from the campaign, since the actors are not coded the same way as the greater spire. So what I need to do is this: Once the cocoon unravels, I need to have the Lurker Den birth anim (named "Morph", not "Birth") play underneath the cocoon so that as it unravels, doesn't show nothing inside (I don't want the morph anim to just end and show nothing inside the cocoon as it opens up, then the full unit model after that anim ends. I want basically 2 anims at the same time, one from the cocoon and one from the actual building, and each are different models.), but rather the Lurker Den birthing.

    What exactly do I need to do to make that work? I know it's possible as it happens with the Greater Spire when its cocoon unravels to show the mutated spire birthing. Do I code this on the Cocoon's actor, or on the final unit's actor?

    Posted in: Miscellaneous Development
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    posted a message on How do I edit the Help Menu?

    Is it also possible to edit the tech tree itself?

    Posted in: Miscellaneous Development
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    posted a message on Is it possible to remove a copied actor from the original unit it is copied from?

    I've copied this ability to morph, but to make the ability work I have to copy the model and actor. However, when I do so, the original unit from which it is copied gets the new actor and model, resulting in 2 models for one unit (for example, 2 corruptor models per corruptor), sort of like a double vision...

    How can I remove the new actor and model from the original unit?

    Posted in: Miscellaneous Development
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    posted a message on Help - Custom units morph time is doubled?!

    No one?

    Posted in: Miscellaneous Development
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    posted a message on Workers circle geysers before gathering from them

    Are those rich geysers by any chance?

    Because I think those are bugged and workers will always circle them...Try with normal geysers.

    Posted in: Miscellaneous Development
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    posted a message on Help - Custom units morph time is doubled?!

    All the replies are only mine! If anyone could provide some help, it would be really nice!

    Posted in: Miscellaneous Development
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    posted a message on Help - Custom units morph time is doubled?!

    Seriously, I could really use some help with this one...

    Posted in: Miscellaneous Development
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    posted a message on Help - Custom units morph time is doubled?!

    I have this problem with my mod where I made a Lurker and Lurker Den buildable. From what I checked, It seems they have the same actor events as the Spire > Greater Spire and Corruptor > Brood Lord, yet I get this odd bug, where the building and unit end up being created in X amount of time, but it takes double the time for the ability to finish (the morphing itself).

    Basically, the Hydralisk turns into a Lurker Cocoon, but the cocoon, instead of taking the 33.3332 seconds it should take to build, takes 67. At about 33.3332 seconds, the Cocoon's death anim plays (yet the Cocoon does not get destroyed, and the model remains there), and it does so again 33.3332 seconds later, except that the cocoon gets destroyed for real (basically the cocoon model is destroyed and the dying anim plays, everything goes well the second time) and the unit comes out.

    With the Lurker Den, the Hydra Den builds up into the Lurker Den in 100 seconds, as it should, except that the remaining time left bar in the middle UI part keeps going till 200, and I can't cancel it after 100 seconds nor can I research anything from the Lurker Den until it reaches 200 seconds.

    Anyone know what's causing this?

    Posted in: Miscellaneous Development
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    posted a message on Human Buildings

    In the Data Editor, go to the units tab. Select the Command Center. In the list at the bottom, look for "Command Center" under "Models". Click on it to show the Command Center's art code on the right. Look for the "Model" field. Double click on it, and in the window that opens, click "Browse...". Now it should show you the model used in a list. Scroll down a bit (barely), to see the "CommandCenterPlacement" green folder. Click on the "+" icon next to it (left) and select the green file that shows up: "CommandCenterPlacement.m3". Click ok, and click ok again so that the preview window disappears. Now look for the field that says "Color", again, on the part to the right. To get it to blue, edit the color settings (it's in CMYK I believe). Just click on the grey button and select a color or use the color tool. Save your map, close it, and re-open it.

    Posted in: Miscellaneous Development
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    posted a message on [Request] Reaver
    Quote from deleted_4447329: Go

    @FrozenFirebat: Go

    OH LORD NOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (I cannot put enough exclamation points to express how much I would hate this.) Knowing that Activision CEO Im afriad you're going to give him ideas. If you want I can give you a link where he said "....we want to take all the fun out of making video games."!!!!!

    How is that taking fun away from a game's development process? Though I recall that quote and yeah, it was quite stupid.

    Posted in: Requests
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