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    posted a message on How to show multiple weapons?

    I have a few units that have multiple weapons and I am not sure how to display both weapons on the unit info area of the UI. Take the battlecruiser for example. It has an AA (anti-air) and an AG (anti-ground), both of which are displayed when you have the unit selected and they have their respective tooltips when you hover over the icons. How do I get that to show up on a unit I modified that usually only has 1 weapon?

    Posted in: Data
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    posted a message on (Solved) Offset with a model without attachment point
    Quote from Sanguinax: Go

    @bulletbutter: Go

    Isn't the same thing to modify an existing unit than duplicated it ? I made 2 versions of my spore crawler : 1 with the defaut model and 1 with xelNagaColumn model. And so the default one works but not the other.

    Is that what you talked about ?

    Well I don't think it has something to do with the model alone but the entire unit...maybe the actors, the events and the model combined. What I was talking about was that I had that exact issue with an entirely different unit (the vulture). I basically attached a model to the vulture and gave the attachment a weapon. I spent the the next 3 days trying to get the attack launch to launch from the attachment instead of the vulture's origin. My first few tries I was editing the vulture directly and no matter what I set the launch site to, the editor seemed to ignore it.

    The only thing that solved my issue was to duplicate the vulture, then add actors to the duplicated vulture. So, in your case...duplicate the spore crawler (select the spore crawler, right click, duplicate, and make sure there is only a check for the spore crawlers actor) and then add all your actors to the duplicated unit.

    Posted in: Data
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    posted a message on (Solved) Offset with a model without attachment point

    I did a quick look at your data and it looks like everything is set up right...although I am not nearly as well versed in data and DrSuperEvil. I had issues with this exact thing and found out something interesting. It looks like you are adding this to a default campaign unit, the wraith. Try duplicating the wraith unit and then setting up all your actors.

    The issue I had was with the attack launching from the wrong place and a turret that wouldn't work. For me, my solution was as easy as duplicating a unit instead of building off a campaign unit. I think there are issues with adding actors to units that are not duplicated and or freshly created.

    Try duplicating the wraith, giving it a new name and then add actors to it....it may help solve your issue.

    EDIT Just realized you meant the attack from the tower. Still the same thing applies. You modified the spore crawler's model and actor. So instead of just changing those fields to the default campaign unit spore crawler, duplicate the spore crawler and then set your actors to it.

    Posted in: Data
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    posted a message on [Veterancy]Experience not sharing properly

    When a player unit kills an enemy unit, it is awarded 33 experience and I have Shared Fraction+ set to Kills: 5. What I am trying to accomplish is that when a unit kills an emeny, the killing unit earns full experience while all other units in a range of 8 gain roughly 1/2 of the full experience (which should be 16.5). But something strange happens.

    Each unit starts at level 1 with 0/200 experience. The killing unit's experience is set to a negative amount of -128 and each kill after slowly gets that unit out of the negative experience. Each level up requires 200 additional experience. Why does the killing units level get set to 0 and it has a negative experience amount while the other units gain more than the desired experience (40 instead of the points I need at 16.5)?

    Posted in: Data
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    posted a message on [Solved]Warp Prison power field vanish when I try to warp in unit.

    I did find a workaround though. I removed the warpable ability from the unit and gave it the Power User(Queue) behavior and unchecked the "disable abilities" flag for it. It's all working as intended now.

    Posted in: Data
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    posted a message on [Solved]Warp Prison power field vanish when I try to warp in unit.

    O wow! I forgot to add the warpable ability to the unit. However, an interesting thing happens when I do add the ability. My unit has a turret attached to it and it stops functioning. ???!?!?

    Posted in: Data
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    posted a message on [Solved]Warp Prison power field vanish when I try to warp in unit.

    I don't think it has anything to do with the actor event's but Ill compare it to a unit that doesn't have that issue. But I also found another issue. The unit can apparently be warped in at an unlimited range and doesn't require a power field to be warped in. My modified warp prism can warp in around 20+ different units, and this one is the only one out of the bunch that doesn't require to be warped in range of the power field....which is probably why it vanishes.

    It's interesting to note that a warpable unit that isn't ordinarily warpable might cause issues with attachments!

    Posted in: Data
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    posted a message on [Solved]Warp Prison power field vanish when I try to warp in unit.

    I have a warp prism that can warp in various units. It works as intended for every unit except for one. I have a custom unit with its own button that, when pressed, the psi field of the warp prism(phasing mode) vanishes when I want to warp in said unit. Is there a flag or something that controls this? Why does the psi field vanish when I try to warp in a unit from the warp prism(phasing mode)?

    Posted in: Data
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    posted a message on [Solved]Modified unit with attachments, 2 problems.

    Redone the entire unit but this time, making a copy of the base unit (vulture) and working with the unit properly copied. It appears that if you try these kinds of edits to a base unit, you get all sorts of issues.

    Posted in: Data
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    posted a message on [Solved]Modified unit with attachments, 2 problems.

    This is insanity. I'm on about the 6th itteration of this unit. I was able to solve both of my issues! The issue with the attack visual not firing on the turret was do to the events+ for the for the turret model. The tutorial I followed says to put "WeaponStart.AttackStart > AnimPlay attack, attack". I simply changed that first attack to attach. It makes sense when I think about it.

    As far as the bobbing motion...I still have no clue what I did to get it working.

    However, now I have another issue that might be why I had the issue with the bobbing in the first place (now that I think of it, turrets and bobbing just might not mix). My attachment turret, no longer spins and/or acts like a turret when it attacks. My turret actor events are correct (TurretEnable.Name of turret > Create). And the turret body is set to the model of my attachment turret. The turret settings are correct as well (idle set to spin, yaw setting correct, etc). And lastly, the weapons turret is set up correctly in the units weapons data field.

    What could be the issue?

    Posted in: Data
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    posted a message on [Solved]Modified unit with attachments, 2 problems.

    So I have scrapped the map and started over and got the exact same results. This is how I have it set up.

    Model Actor

    Name: Turret

    • Host+ > Vulture
    • Host Site Operations+ >SOpAttachTarget (this is an attachment point that bobs with the vulture. And yes, I have tried the other 3 that move with the vulture as well).

    Now, problem #1 occurs when I add an SOpAdjustment (local offset) to the host site operations list. It's like it only accepts one or the other, but not both. No matter what order I put them in, I either get the local offset or the bobbing motion (not both).

    Site Actor

    Name: Turret Attack Launch

    • Events+ > UnitBirth.Vulture = Create; UnitDeath.Vulture = Destroy
    • Host+ > Turret
    • Host Site Operaions+ > SOpAttachWeapon (This is the attachment point for the auto turret, I double checked this in the cutscene editor).

    Action Actor

    (Does not use a beam, therefore this is kinda where it deviates from the tutorial)

    Name: Turret Attack

    • Launch Site > TurretAttackLaunch

    And here is where I have problem #2. No matter what I change the Site Actor's Host Site Operations SOp to, the attack graphic will not move. It's like it is completely ignoring the fact that I set the Actions Launch Site to the Site Actor.....?!?!

    Posted in: Data
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    posted a message on [Solved]Modified unit with attachments, 2 problems.

    I used that tutorial to base my unit from it. Also, I've tried re-ordered the SOps. If the attach is first then the offset causes it to loose the bobbing motion. If the offset is first the attach is ignored or set to default (which is center I believe). Also, I am using a site actor and I am forcing the Action to use it. The site Ations host site is set the the attachment turret and with the SOp set the Weapon (which should the be weapon attachment point for the turret), but it looks to be completely ignoring the site actor's instructions.

    Posted in: Data
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    posted a message on [Solved]Modified unit with attachments, 2 problems.

    I am trying to create a new (modified rather) unit. The idea is that I have an auto turret mounted on the rear of a vulture. I've done some work and I am having issues pulling the kinks out. Here are the two issues I am having.

    1. I have a scaled down missle turret attached to a vulture and I am trying to get the missle turret to bob up and down like the vulture does when it idles. I've attached the turret to an attachment point on the vulture that bobs with the unit. When I use the SOp to attach to that point alone in the host site operations, it works fine. However, the turret is in the wrong place, so I added a local offset to move the turret. But when I do, the turret no longer bobs up and down with the vulture. Is there any way I can move the turret without it loosing its bobing motion?

    2. The attack visual for the auto turret are stuck to an SOpAttach weapon of the vulture, instead of the SOpAttachWeapon attachment point for the auto turret. I clearly have the auto turret attached to the vulture and the site for the attack visual for the auto turret set to the weapon attachement point with the host set as the auto turret. In other words, I have an action actor that deals damage to a target. Its Launch Site is set to a site actor I set up. The site actors host is set to the auto turret and the host site ops is set to attachweapon and when the auto turret fires, the attack visual animation is played on the vultures weapon attachment point instead of the auto turret. I hope I didn't confuse anyone trying to explain that.

    If someone could take a look at the map below it would be awesome. I do have the auto turret set to an odd offset because its hard to tell if the turret is bobing when its setting where I need it, so ignore where the auto turret is.

    Posted in: Data
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    posted a message on [Solved] Yaw Arc wont accept 360, overrides to 0

    I am trying to set up a turret to do a simple spin animation. But when I set the set the Yaw Arc to 360, the editor changes it to 0 automatically. I thought that it was maybe because the yaw start was set to 0 and theoretically 360 and 0 are the same. But I set Yaw Start to 1 and Yaw Arc still gets set to 0 when I try to input it at 360.

    And setting it to the next highest value only sets it to 358. The spin animation looks choppy and I am not sure how to fix the issue. Why will the Yaw Arc data field not accept 360 as a value?

    EDIT: Having both Yaw Arc (I input 360 but it gets auto reset to 0) and the Yaw Start set to 0 (I entered that value in manually as well) causes the turret to not spin at all.

    Posted in: Data
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    posted a message on Custom Unit Attributes possible?

    But doing it that way wont make it show up on the units info card. Would I need to just make a custom dialog to get it show up?

    Posted in: Data
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