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    posted a message on [Solved]Morphing Bunker, keep units inside after morph

    Yeah I tried preventing abilities. How would I set it up to order the units back inside?

    Posted in: Data
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    posted a message on [Solved]Morphing Bunker, keep units inside after morph

    Currently, when i morph one of my bunkers into another bunker the units that were inside the first bunker pop out and stand around the second bunker that was morphed. Is there a way to keep the units inside the bunker after the morphing is completed?

    Posted in: Data
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    posted a message on [Solved]Morph From Bunker to Planetary Fortress Issues

    SOLVED Turns out I had put an actor delay instead of an actor duration on one of the morph abilities. And for the first problem, I just removed the terms (MorphFrom and MorphTo) in the actor of the first bunker.

    Posted in: Data
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    posted a message on Can't find upgrades

    If the buttons are not showing up on your command card in game then you haven't set your ability commands correctly.Or are you saying you can not find them in the editor?

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    posted a message on [Solved]Morph From Bunker to Planetary Fortress Issues

    I duplicated the bunker 4 times. I duplicated a Planetary Fortress once. Each bunker has an ability that allows it to morph to another bunker. The 5th morph, changes it from a bunker to a Planetary Fortress. Bunkers 1-4, work. But when I morph from the 4th bunker to the Planetary, everything goes south.

    Here are the morphing events for the level 4 bunker..

    AbilMorph.*.finish>MorphFrom Level3Bunker>MorphTo Level4Bunker>Create - This creates the level 4 bunker when the morph is done.

    AbilMorph.*.start>MorphFrom Level4Bunker>MorphTo Planetary>Destroy Immediate - This destroys the level 4 bunker.

    I also have a construction animation that plays during the 2 second morph time. What is happening on the 4th to 5th morph is that the level 4 bunker doesn't get destroyed and the construction animation build on top of the level 4 bunker. Then both the level 4 bunker and the construction animation is destroyed. Then, another construction animation plays but once it's done the Planetary is build, but has no model??!?!?!

    Posted in: Data
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    posted a message on Hangar Unit Beam Not Working

    I figured this out, it was actually the model that I was using. I increased the scale of it and it showed up by it looked like it was to be used as a missile instead of a beam. -_-

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    posted a message on [SOLVED]No Weapon Sound/Model but effect

    You probably duplicated the unit incorrectly. Generally you only want to duplicate the parts of the object you want to change. Aside from that, I don't think you are able to duplicate the actors when you duplicate the unit (no 100% sure about that). You may have to do that manually, which is sounds like you did. The stalkers weapon is a missile weapon. You will have to double check to make sure the attack (action) actor and the Attack Missile (Missile) actor are set up correctly. If you didn't change their names it should be "Stalker Attack" and "Stalker Attack Missile". If I had to guess, you probably have the Art: Missile for the Stalker Attack set to a model that doesn't exist. But if you did copy everything, you should look for a model called "Stalker Attack Missile Copy" and changed the model field.

    It's really hard to say since you said you copy, pasted everything. Double check all your settings in the Attack and Attack Missile actor. Double check the models those actors are using.

    Posted in: Data
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    posted a message on Change Weapon Firing Location

    To change the position of the launch attack you need to find out where the attachment points are for the model. If it doesn't have one close to the point you're wanting you will have to use a Site (local offset) actor to move it. I took a look at it and it looks like Damage 03 is the point you want to use, if its not good enough for you, then you'll need to use the offset actor. Just add the point to launch site ops of the attack actor.

    And I am sorry but I have no idea on that second part.

    Posted in: Data
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    posted a message on Hangar Unit Beam Not Working

    I changed it a bit to reflect what you said, but still no luck.

    Field	Blimp -  Flock Beam (Beam)
    (Basic) Event: Events +	(ActorOrphan|ActorDestruction|AnimBracketState.*.AfterClosing; AnimName BSD):(||):(Destroy|AnimBracketStart BSD Stand Stand Death|Destroy)
    
    Field	Blimp -  FlockAttack (Attack)
    (Basic) Event: Events +	(Effect.FlockDamage2.Start; FromEffectTreeDescendant|Effect.Bogus.Start; FromEffectTreeDescendant|Effect.FlockDamage2.Stop; FromEffectTreeDescendant|Effect.SplashDamage.Start; FromEffectTreeDescendant|Effect.SplashDamage.Stop; FromEffectTreeDescendant|Effect.FlockDamage2.Start; At Caster|Effect.Start; At Caster):(||||||):(ActionImpactPhysics|ActionImpact|ActionImpactPhysics|ActionDamage|ActionDamagePhysics|Create|Create)
    
    Posted in: Data
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    posted a message on Hangar Unit Beam Not Working

    The model I am using (ZeratulMissileBeams) only has a stand and death animation. How do I modify the actor events to make it show up?

    I have changed the model to another beam model and it works fine (except the beam doesn't go away on models such as the archonbeam), so I am thinking it has something to do with the ZeratulMissileBeams model.

    Posted in: Data
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    posted a message on Arms Magazine Unit Independent Launch

    You need to set the weapon allowed movement field to moving and then uncheck "Only Fire At Attack Target" and "Only Fire While Attacking" in the weapon Options+.

    Posted in: Data
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    posted a message on [SOLVED]No Weapon Sound/Model but effect

    Sounds like you need to set up your Impact Map+ and the Launch Assets+ of the attack actor for your weapon. There is a field on that actor for sound. The model, on the other hand, is handled by the events, which you will need to modify(unless your talking about an impact model, in which case it will be found in Impact Map+ as well). You are unclear on which weapon you duplicated. Have you duplicated the marine weapon and are you trying to add stalker beams to it? Or have you duplicated the stalker weapon and the models aren't showing?

    Without knowing those specifics I can only provide a best guess.

    If your weapon is a basic weapon (like marines weapon), just add your damage effect to the attack effect token. Or you can manually put it in yourself by adding Effect."damageEffectName".start <at caster(term) <create(event) and then do one for a destroy event (effect."damageEffectName".stop). The events+ that needs to be changed depends on the weapon type. If its basic like the marine, it will be an attack(action) actor. If its a beam or missile, it will be on the beam or missile actor.

    Posted in: Data
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    posted a message on Can't have my "Critters" use "Attack Move"

    Are the commands set correctly on the command card? The Command Type should say Ability Command. The Ability and Ability Command box's should say Attack in them.

    Posted in: Data
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    posted a message on Letting a missile stick in the armor

    So you are wanting your arrow to stick to a target at a certain spot with a certain orientation? I am not 100% certain but ill give this a shot.

    First you have to look at the attachment points of the models of your target units. Not all units have the same attachment points so this might prove uneventful depending on your target. Second you have to add a Host Impact Site Ops+ Operation to the missile actor. The Operator you use will tell the missile which attachment point it will stick to. So if you wanted the arrow to stick out of units heads, you would use the SOPAttachHead operation.

    As far as the orientation of the missile, you would have to create a Site Ops actor (probably a Orient Attach Point), but I am not sure.

    Posted in: Data
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    posted a message on Hangar Unit Beam Not Working

    I have created a weapon from scratch (used carrier interceptors as a reference). The unit I am using is the Blimp and it launches Interceptors. The blimp attacks and sends out the interceptors just fine, the damage amount/impact/sounds/etc are all working.

    The beam that I want fired from the interceptor to my target is not showing up. I don't know if this will help but here is the beam actor events...

    Field	Blimp -  Flock Beam (Beam)
    (Basic) Event: Events +	(ActorCreation|ActorOrphan|AnimBracketState.*.AfterClosing; AnimName BSD|ActorCreation|AnimDone; AnimName Stand|Effect.Flock.Initial):(|||||):(AnimBracketStart BSD Birth Stand Death ContentPlayOnce|Destroy|Destroy|AnimPlay Stand {} PlayForever 1.000000 1.000000 2.000000 AsDuration|Destroy|Create)
    

    The effect Flock is set to the initial effect of the Blimps weapon. I am actually completely unsure of what I need to set that to, but I have tried all of the effects (Create Persistent, Persistent Damage, Magazine, and the Damage) with no luck.

    Also, the model I am using for the beam is ZeratulMissileBeams. I have double checked to make sure that it had the "Stand" animation....it all looks right but I get no beam??!?!?!?!

    Posted in: Data
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