I've already looked at the minimap icons for every actor present at those locations. I think it's also worth mentioning that the problem persists even if all the units and doodads are deleted.
A Spawn behavior is what creates the larvae. I should have been more clear; you have to create a new larva unit and create a new Train ability and add it to the new larva unit. Then set the unit created in the Spawn behavior to this new larva unit. Then replace the Hatchery - Spawn Larvae behavior on your new Hatchery with this new behavior.
Actors are just visuals applied to effects/behaviors/etc. They don't change the function of the unit. The Larva Release launch missile effect is just for when the Queen adds larvae to the Hatchery.
I don't know if it's a bug, but this odd minimap icon that looks like a broken eggshell has been appearing in all of my maps. There are no particular doodads or units in the spots where it pops up (that is, I checked the minimap icon in the actors for everything in the general area), and sometimes they even appear in areas of the map that have nothing at all.
It's a minor thing, it's just been bothering me for a bit; nothing game-breaking.
Sounds like you'd want to have a look at the Larva - Morph Unit (Larva -> Basic) ability of the larva to see how it's done and create a new one so you can morph different units from it.
You can create a behavior that uses a periodic search to kill units close to the unit. The physics collisions, however, are hardcoded into the model and require 3D editing software to implement.
Something like this should be in the Data forum, for future reference.
Try changing the attchment point to something that moves with the body of the goliath cockpit. Model additions attched to TurretZ itself might not rotate is it is the pivot point of the turret.
I would go the arm magazine method (because I like the look of the hangar bar).
It isn't too complicated. It doesn't have to launch units as missiles per say; you'd have to add a dummy unit as ammo and a hidden Arm Magazine ability though. Add a Use Magazine effect to a set effect for the weapon to get rid of an "ammo" unit at each attack.
Instead of an empty set effect, create a damage effect and have a switch effect run the damage effect if the unit has the explosive behavior using a validator.
From there, just have the explosion actor get created as a result of the damage effect. No need for an actor event with a term.
Funny, someone just asked this on the Discord chat as well.
Create a Site Operation (Rotator) actor. Set the rate to 0 and initial angle to 90. Set the axis values to (-1,0,0). Add this site operation to the actor for the Terrazine tank.
You could also use a Site Operation (Explicit Rotation) actor, but I find those more confusing.
Wolf: Mitch (Mike is HuskyStarcraft's name > Michael > Mitch)
That one's a bit of a stretch. In the lore, who names the dog and the beast? A terran? A protoss? Typically the name follows the style of the one that gave the name.
0
I've already looked at the minimap icons for every actor present at those locations. I think it's also worth mentioning that the problem persists even if all the units and doodads are deleted.
1
A Spawn behavior is what creates the larvae. I should have been more clear; you have to create a new larva unit and create a new Train ability and add it to the new larva unit. Then set the unit created in the Spawn behavior to this new larva unit. Then replace the Hatchery - Spawn Larvae behavior on your new Hatchery with this new behavior.
Actors are just visuals applied to effects/behaviors/etc. They don't change the function of the unit. The Larva Release launch missile effect is just for when the Queen adds larvae to the Hatchery.
0
I don't know if it's a bug, but this odd minimap icon that looks like a broken eggshell has been appearing in all of my maps. There are no particular doodads or units in the spots where it pops up (that is, I checked the minimap icon in the actors for everything in the general area), and sometimes they even appear in areas of the map that have nothing at all.
It's a minor thing, it's just been bothering me for a bit; nothing game-breaking.
1
Sounds like you'd want to have a look at the Larva - Morph Unit (Larva -> Basic) ability of the larva to see how it's done and create a new one so you can morph different units from it.
0
You can create a behavior that uses a periodic search to kill units close to the unit. The physics collisions, however, are hardcoded into the model and require 3D editing software to implement.
0
Something like this should be in the Data forum, for future reference.
Try changing the attchment point to something that moves with the body of the goliath cockpit. Model additions attched to TurretZ itself might not rotate is it is the pivot point of the turret.
0
Did you ensure that the Actor: Action Flags + field for the attack actor has Launch Force Site checked?
It doesn't say it in the tutorial itself, but it's a common problem and can be found in the replies to the tutorial.
0
LotV assets are so pretty. I can't wait until I can finally get my campaign off Agria.
0
I would go the arm magazine method (because I like the look of the hangar bar).
It isn't too complicated. It doesn't have to launch units as missiles per say; you'd have to add a dummy unit as ammo and a hidden Arm Magazine ability though. Add a Use Magazine effect to a set effect for the weapon to get rid of an "ammo" unit at each attack.
1
Instead of an empty set effect, create a damage effect and have a switch effect run the damage effect if the unit has the explosive behavior using a validator.
From there, just have the explosion actor get created as a result of the damage effect. No need for an actor event with a term.
0
Maybe a rogue multiplayer dependency.
0
Ah, that's useful to know. Thanks for the explanation.
0
Funny, someone just asked this on the Discord chat as well.
Create a Site Operation (Rotator) actor. Set the rate to 0 and initial angle to 90. Set the axis values to (-1,0,0). Add this site operation to the actor for the Terrazine tank.
You could also use a Site Operation (Explicit Rotation) actor, but I find those more confusing.
0
Thanks!
Which names are you still undecided on?
0
Wolf: Mitch (Mike is HuskyStarcraft's name > Michael > Mitch)
That one's a bit of a stretch. In the lore, who names the dog and the beast? A terran? A protoss? Typically the name follows the style of the one that gave the name.