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    posted a message on No way to destroy an actor???
            Attach Raynor to Origin on (Actor for Space Elevator (Terrain object doodad) [221.00, 29.00])
            Variable -Set Actor = (Last created actor)
            Actor -Send message "SetTintColor 255,0,255" to actor Actor
            General -If (Conditions) then do (Actions) else do (Actions)
                If
                    Actor != No Actor
                Then
                    UI -Display "True" for (All players) to Subtitle area
                Else
                    UI -Display "False" for (All players) to Subtitle area
    
     



    When I test this it prints "True", so I know the actor is getting assigned.

    Could it be because I'm attaching it to a doodad instead of a unit?

     

    EDIT: Honestly I'm starting to wonder if this whole thing is even worth the effort... I'm going to try an idea for a workaround tomorrow, I'll get back to you.

     

    Posted in: Triggers
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    posted a message on No way to destroy an actor???
    Attach Raynor to Origin on (Actor for Space Elevator (Terrain object doodad) [221.00, 29.00])
    Variable -Set Actor = (Last created actor)
    Actor -Send message "SetTintColor 255,0,255" to actor Actor
    

     This is what I did, and nothing changed. He should have turned pink, correct?

    Posted in: Triggers
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    posted a message on Void portrait problem

    Sorry to necro an old thread, but I'm having exactly the same problem. In LotV they changed to "composite portraits", which have a face and a background as separate actors.

     

    In the data editor you can go to the Artanis's Actor and change the portrait model from "artanis ex2 portrait" to "artanis ex2 portrait addition". This gives you the face, but not the background effects. This is a problem with all the LotV assets I've tried to use.

     

    I haven't found a way around it, so if anyone is more familiar than I am I would love some more info.

    Posted in: Triggers
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    posted a message on No way to destroy an actor???
    Quote from DrSuperEvil >>

    Why you not just using a Model type actor?

     As far as I know, I am.
    Attach Raynor to Origin on (Actor for Space Elevator (Terrain object doodad) [125.00, 29.00])
    Variable -Set Actor2 = (Last created actor)
    

     And then later:

    Actor -Kill actor model Actor2

     I've tried killing it, sending it a Destroy message, everything I could think of. When there are so many ways to create actors attached to stuff, I don't know why they wouldn't include a "Remove Actor" trigger action. Or "Destroy Actor". Or "Hide Actor". Or "Make Actor Not Be Here Any More."

    Posted in: Triggers
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    posted a message on No way to destroy an actor???

    There is no “Remove Actor” trigger action that I could find.

    Posted in: Triggers
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    posted a message on No way to destroy an actor???

    I used the "attach model to unit" trigger event to have my hero riding up on the elevator. Now that it's at the top, I use "move unit instantly" to put the actual hero unit there, but I need to get rid of the actor. I have it saved to a variable, but there's no "destroy actor" trigger event. I tried sending it a "destroy" message, but it didn't work. I see all kinds of trigger actions that can create actors, but none that can destroy one. I even tried the "kill actor model" action and it didn't work, either.

    Posted in: Triggers
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    posted a message on make "Space Elevator Ramp" go up slowly.

    OK I figured it out:

     

    Step 1:

    Actor -Send message "AnimBracketStart Attack Cover,Start {} {} OpeningPlayForever" to actor (Actor for Space Elevator Ramp [78.00, 78.00])<br /> Actor -Send message "AnimBracketStart Attack Cover,Start {} {} OpeningPlayForever" to actor (Actor for Space Elevator (Terrain object doodad) [125.00, 29.00])

    This brings both parts of the elevator down.

    Step 2:

    Actor -Send message "AnimBracketStop Attack" to actor (Actor for Space Elevator Ramp [78.00, 78.00])<br /> Actor -Send message "AnimBracketStart Attack Cover,End" to actor (Actor for Space Elevator Ramp [78.00, 78.00])

    This first kills the "go down" animation and starts the "go up" animation for the bottom elevator piece only.

    Step 3:

    Actor -Send message "AnimBracketStop Attack" to actor (Actor for Space Elevator (Terrain object doodad) [125.00, 29.00])
    Actor -Send message "AnimBracketStart Attack Cover,End" to actor (Actor for Space Elevator (Terrain object doodad) [125.00, 29.00])
    

     This one kills the "go down" animation for the top elevator piece and starts it moving up.

    Posted in: Triggers
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    posted a message on make "Space Elevator Ramp" go up slowly.

    By "Animation Bracket Apply" do you mean "Animation Bracket Start"? Do, or do not do. There is no Apply *ahem* sorry, that was too hard to resist.

    Posted in: Triggers
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    posted a message on make "Space Elevator Ramp" go up slowly.

    It's a doodad called "Space elevator ramp". You're right, it does go down. (That's part A of what I did, which is working correctly). I'm trying to make it go back UP, but no matter what I do it just snaps back to the top instead of moving at a realistic speed.

     

    There's a similar one called simply "Space elevator (terrain object doodad)". It's a similar design except it goes down into the floor. In the campaign, this is treated as the top of the elevator, and Kerrigan steps onto it from the upper deck of the prison ship. Then she steps off of the "space elevator ramp" version on the lower decks (a different section of the map) after riding it down.

     

    I'm trying to use it in reverse, so my hero can go from a lower deck up to a higher one (and back again if the player wants).

     

    EDIT: You can see it working in this video from the campaign, from 8:06 to 8:38. So the "go down" animations are easy, but I can't seem to figure out how to make it go back up without just snapping to the top.

     

    Posted in: Triggers
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    posted a message on Pathable teleports

    You could have a trigger that fires every time a unit is given a move order. Measure the distance between the unit's current location and the target point if the unit doesn't use the portals.

     

    Then measure distance from the unit to whichever of the portals is closer, and the distance from the target point to whichever portal is closer.

     

    IF the sum of these two distances is less than the walking distance, then replace the move order with an order to move to the portal, get ported, and move to destination.

     

    Of course, having a trigger running every time a move order is given will likely give you a serious performance hit, but I can't think of another way to do it.

    Posted in: Triggers
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    posted a message on make "Space Elevator Ramp" go up slowly.

    Here's what I'm trying to do. I'm taking the elevator doodad from the HotS campaign where Kerrigan attacks the Dominion prison ship to rescue Raynor, and trying to make it go up instead of down.

     

    Here's my trigger so far:

     

    Elevator
        Events
            Unit -Hero Enters Use Elevator
        Local Variables
        Conditions
        Actions
            Animation -Play Cover animation for (Actor for Space Elevator Ramp [124.00, 89.50]) as Default, using Play Forever options and 4.0 blend time
            General -Wait 10.0 Game Time seconds
            Animation -Play Stand animation for (Actor for Space Elevator Ramp [124.00, 89.50]) as Default, using Play Forever options and 4.0 blend time
    

     The elevator starts in the UP position (like in the HotS mission). My hero walks onto the triggering region and the elevator goes down slowly over 4 seconds (as expected). This is the first trigger action, which I copied from the campaign map. So far so good. I order my hero to walk onto the elevator platform.

     

    But then after the 10-second wait, the elevator goes shooting up to the top again really fast. I'd like to make it move slowly in both directions, but I can't seem to find a way to do it. I've put all different combinations of things like Stand Work, Stand Cover, Cover Work, etc. for the actor, but they all do the same thing.

     

    I'm posting this in the trigger section, but I don't know if the solution is to modify the actor or something else in the data editor. Anyway, does anyone know if there's a way to do it?

    Posted in: Triggers
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    posted a message on [SOLVED] Raynor's breaching charge used on stuff besides doors
    Quote from MaskedImposter
     
    [video]
     
     Wow, thank you! This really helps!
    Posted in: Data
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    posted a message on [SOLVED] Raynor's breaching charge used on stuff besides doors

    I don't think the Breaching Charge is a missile, it's more like a "thing that gets attached to target" (maybe that counts as a missile, I don't know). It's the one used in the secret mission from WoL (Piercing the Shroud, I think it's called) to blast doors open.

     

    It's the thing in this picture in the red square on the top right. The issue is that when I use the ability on other things, it gets placed at (I think) the center of the model (so for a bunker it's at ground-level in the middle of the bunker.) That means it's hidden inside the bunker's model.

    Posted in: Data
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    posted a message on [SOLVED] Raynor's breaching charge used on stuff besides doors

    Anyone?

    Posted in: Data
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    posted a message on [SOLVED] Raynor's breaching charge used on stuff besides doors

    After reading through this thread I've successfully made it so Raynor can put breaching charges on stuff like destructible rocks/ice/debris (in my campaign these won't be killable with bullets). I also plan to use the ability against certain buildings like bunkers.

     

    It all works fine mechanically, the issue is that on anything other than a door the bomb model is placed at ground level, so it's hidden inside the thing you're trying to destroy. I know it's possible to fix this because I've seen one of Jayborino's YT videos of a custom campaign where you can use them on bunkers and the model is visible sitting up on top. (I don't remember what the campaign was or I would just look how they did it).

     

    Can anyone help? I think it has something to do with the bunker actor's "host site operations" field, but after playing around with it for a couple of hours I couldn't get it to work.

    Posted in: Data
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