Tried unchecking the Channeled flag from the persistent/healer effect? Is the turret arc set to 360? Are the weapon filters correctly set up for the intended target? Did you check the validators on all the related effects? The weapon seems like a good way to do it, but for the ability, have you unchecked all the flags in the Uninterruptable field? Tried playing with the Transient and Allow Movement flags on the ability? Setting the arc to 360?
I don't have the editor on hand right now, but those are things I would check.
I believe all Protoss buildings that have such an animation have an event macro on their actor that applies the Unpowered anim group. Changing the macro or removing it should do the trick. Otherwise it might be dictated in the events or animation baselines of the actor in which case you'll have to change those.
I'd have a look at the Science Vessel beam actor to learn how beams work and make your own beam based on that. You'll have to change the target site ops to target the point or the Force Field unit that's created. Have the beam created upon casting of the Force Field ability and use a timer in the actor events to destroy it after a short delay.
Finished the next cinematic! It's a lot shorter (just over 4 minutes). I personally like it a lot more than the opening cinematic, as it has better action scenes (and at this point you're already going to be spending the first 16 minutes of the campaign just watching cinematics!).
Whew! Spring break. Been busy with life stuff lately and I'm hoping to get some work done on the campaign.
I'm working on the next cinematic right now. I have 2/3 scenes (3 minutes) completed so far.
The dog's name is Turbo. :)
I've done work on tbriggs01 and renamed it to "Facility PD-17." I also played over all of the missions and did a few tweaks in the dialogue to help with the buildup of the story.
The problem is that the black parts have not been rendered as transparent/deleted and then saved to .dds format, so the black parts are overlaying the button UI.
I made an icon you can download here. I was unsure if you wanted the emissive layer on (the blue cracks and stuff), so I just left it off since typically I do so when I make my own icons.
For future reference, I would make requests like this in the Requests section of the Artist Tavern forum.
Turrets have an Arc and Initial Angle field. For the Initial Angle, 0 degrees is facing the direction of the unit. The turret can face half the Arc in either direction from the Initial Angle.
I already checked all the unit and doodad actors in the area, and regardless there's still the issue of when it appears when all the doodads and units are removed.
I checked both of the actors for all the gates and all edited actors in addition to the actors for the default doodads in those areas. None of the actors had a minimap icon.
Since you're trying to get units from the Allied Commanders mod, you'll have to export relevant models and textures from the mod (obtained from their respective tabs in the data editor), import them to your map in the correct directories, and copy/paste XML data from the Allied Commanders mod to your own mod.
Though the method described by EDHRIANO lets you export models, textures, and other files, it only works for custom maps with directly imported files, not official mods such as the Allied Commanders mod in which the files are stored internally. In addition, when you import models, they won't do anything without the game data, hence the necessity to copy/paste XML data (unless, of course, you're willing to build up the units from scratch in the data editor).
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Tried unchecking the Channeled flag from the persistent/healer effect? Is the turret arc set to 360? Are the weapon filters correctly set up for the intended target? Did you check the validators on all the related effects? The weapon seems like a good way to do it, but for the ability, have you unchecked all the flags in the Uninterruptable field? Tried playing with the Transient and Allow Movement flags on the ability? Setting the arc to 360?
I don't have the editor on hand right now, but those are things I would check.
0
I believe all Protoss buildings that have such an animation have an event macro on their actor that applies the Unpowered anim group. Changing the macro or removing it should do the trick. Otherwise it might be dictated in the events or animation baselines of the actor in which case you'll have to change those.
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Perhaps it's a problem with the Mover. Is the Ignore Terrain flag checked?
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I'd have a look at the Science Vessel beam actor to learn how beams work and make your own beam based on that. You'll have to change the target site ops to target the point or the Force Field unit that's created. Have the beam created upon casting of the Force Field ability and use a timer in the actor events to destroy it after a short delay.
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Change the minimap icon of all pre-placed unit groups to black.dds (or some other transparent alpha channel file) in the Object Groups editor.
It was strange because the icons showed up when there was no file specified (I guess it's the default).
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The issue has been resolved. I should have searched a little more. :/
https://www.sc2mapster.com/forums/development/terrain/146589-minimap-icon-help
0.958041958041958
Finished the next cinematic! It's a lot shorter (just over 4 minutes). I personally like it a lot more than the opening cinematic, as it has better action scenes (and at this point you're already going to be spending the first 16 minutes of the campaign just watching cinematics!).
0
Whew! Spring break. Been busy with life stuff lately and I'm hoping to get some work done on the campaign.
I'm working on the next cinematic right now. I have 2/3 scenes (3 minutes) completed so far.
The dog's name is Turbo. :)
I've done work on tbriggs01 and renamed it to "Facility PD-17." I also played over all of the missions and did a few tweaks in the dialogue to help with the buildup of the story.
0
Congrats! This will be of great use to new users and people like myself in the future.
0.977777777777778
The problem is that the black parts have not been rendered as transparent/deleted and then saved to .dds format, so the black parts are overlaying the button UI.
I made an icon you can download here. I was unsure if you wanted the emissive layer on (the blue cracks and stuff), so I just left it off since typically I do so when I make my own icons.
For future reference, I would make requests like this in the Requests section of the Artist Tavern forum.
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Hooray!
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Turrets have an Arc and Initial Angle field. For the Initial Angle, 0 degrees is facing the direction of the unit. The turret can face half the Arc in either direction from the Initial Angle.
0
I already checked all the unit and doodad actors in the area, and regardless there's still the issue of when it appears when all the doodads and units are removed.
0
I checked both of the actors for all the gates and all edited actors in addition to the actors for the default doodads in those areas. None of the actors had a minimap icon.
0
Since you're trying to get units from the Allied Commanders mod, you'll have to export relevant models and textures from the mod (obtained from their respective tabs in the data editor), import them to your map in the correct directories, and copy/paste XML data from the Allied Commanders mod to your own mod.
Though the method described by EDHRIANO lets you export models, textures, and other files, it only works for custom maps with directly imported files, not official mods such as the Allied Commanders mod in which the files are stored internally. In addition, when you import models, they won't do anything without the game data, hence the necessity to copy/paste XML data (unless, of course, you're willing to build up the units from scratch in the data editor).