• 0

    posted a message on Custom model TextureSelectByID Could not find texture with id

    Hello again, i'm trying to import this custom model of an infested medic, i followed this tutorial on youtube

     with another model of an infested marauder and it seemed to work wonders, but when i tried it on the medic one it just doesn't seem to work for some reason? maybe the model is too old? apparently the error log says the model could not find the diffuse texture i was trying to link on my last attempt, but why? i cannot understand

     

    This is the error log of my attempts to make it work, if anyone has any suggestions of a better way to do this or any newer model similar to what i'm looking for i'm all ears.

    I know this isnt specific or on detail enough, please understand im new. The spoiler warnings are to avoid blocking your vision, thanks!

     

    Posted in: Data
  • 0

    posted a message on Unit is attacking / unit is using ability check?

    In reply to MaskedImposter:

    Step by step guide? thank you!

     Edit: Any way to make a "piercing rounds" attack on which the attack damages units in the direction the attacking unit is facing on a straight line?

    Posted in: Triggers
  • 0

    posted a message on Unit is attacking / unit is using ability check?

    Ive been struggling to find any information on the web about this.
    I want to make my weapon attack multiple times, it isnt a projectile based weapon so the attack is calculated only once and i dont know how to make it apply damage three times on the data editor, so i decided to use the trigger editor.

    I want to know how to create a condition that returns true if the unit is currently attacking a target or using an ability targeting a unit, like "Ability Command Targetting unit" or something that returns true if the ability is being used agaisnt the specific unit, that is the triggering unit since the trigger event is any unit is attacked.

    Any help? any other way to archieve this "burst fire" attack ?

    Posted in: Triggers
  • 0

    posted a message on This trigger doesnt work for some reason?


    Can anyone tell me what is wrong with this trigger and why wont the run trigger action wont throws me an error
    Edit: Apparently its outside the origin trigger's library, you have to put the trigger you want to run in the same library as the trigger whos running it i guess???

    Posted in: Triggers
  • 0

    posted a message on Create Unit On Death

    In reply to KillWithNapalm:

     It worked but, they cant attack from inside the bunker, without mentioning i cant create infested terran as cargo on the bunker wtih triggers.
    Edit: i was using the infested terrans that the infestor spawns (i.e. InfestorTerran) which cannot enter any sort of cargo units like overlord or nydus worm, the correct unit was Infested Marine (campaign). I was using the wrong unit.

    Posted in: Data
  • 0

    posted a message on Create Unit On Death

    In reply to KillWithNapalm:

     Perhaps add in another term, so then in AbilMorph.*.Finish, it has both MorphToSiegeTankSieged and MorphFromSiegeTank, and for AbilMorph.*.Start it has MorphFromSiegeTankSieged and MorphToSiegeTank? Iirc that's how the Viking is set up, so that might help

    i didnt thought of that, damn. Thanks man!
    Edit: sorry for being persistent, i have so many questions.
    Im trying to load infested marines to infested bunkers like in the zeratul missions, the problem is i cant because the bunker can only load terran units, any way to work around this? I guess ill just change the race of the unit i want to load


    Edit2: Didnt seem to work, any other suggestions?

     Does it have something to do with it being red? i dont know, maybe i should specify the morph ability.


    Edit3: Nope, didnt work :/

    Posted in: Data
  • 0

    posted a message on Create Unit On Death

    In reply to MaskedImposter:

     Thanks man! it works wonders.
    I also need help with another problem i have, you see i have a rebuildable wreckage of a siege tank, thing is when i use the "rebuild siege tank" morph ability it spawns another siege tank actor that plays the sieging animation, is there a way to prevent this actor from being created somehow?

    Edit: i've found the reason but, i cant figure out a way to deactivate these without breaking the unit itself
    (in SiegeTankSieged actor)

    🚩AbilMorph.*.Finish
    ⌊_⥤MorphToSiegeTankSieged

    ⌊_ğŸŽ¬Create

    🚩AbilMorph.*.Start
    ⌊_⥤MorphFromSiegeTankSieged

    ⌊_ğŸŽ¬Destroy

    Posted in: Data
  • 0

    posted a message on morph to siege tank ability spawns a model

    I've been trying to make another one of those "rebuildable wreckage" that you can recover to reconstruct units, thing is i tried doing a siege tank one but, when doing the (custom) reconstruct morph ability it creates a new model and plays the unsieging animation, is there any way to prevent this new model from spawning? Cheers!

    Posted in: Data
  • 0

    posted a message on Create Unit On Death

    In reply to MaskedImposter:

    For data you could use a behavior with a death effect that creates the new unit.

    I tried the data method, it spawns a new wrecked bunker unit but it doesnt take the original bunker's place, it spawns near the original location but never in the same spot for some reason. 

    For triggers you'd use a unit death event, check the unit type in a condition, then use a create unit action.

    This seems to work fine, but i really want to make the data solution work.

    If you have any further explanation on how to make it "never truly die" then i'd really appreciate it.


    Either way thanks man! if you have any further explanation of why the effect method doesn't work properly i would really thankful. 
    Edit: After a few round of testing on the trigger solution, i have the problem that, if the bunker has cargo, the wrecked bunker spawns near it because the units that came out of the bunker are blocking its place

    Posted in: Data
  • 0

    posted a message on Create Unit On Death

    Hello again, i'm here asking for some help once more.
    I have this custom wrecked bunker unit, that you can repair and morph it into a bunker, that's all fine and dandy.
    I want to make the normal everyday bunker, morph into this custom unit upon death. I tried doing 
    Event: Unit Death - Bunker

      L  Create (actor)Wrecked Bunker
    But when the bunker gets destroyed, it just creates the model of the wrecked bunker but no collision nor function.
    I reckon its because the unit is dead hence the newly created actor has no health so the new created actor doesn't work.
    I presume id have to make some mumbo jumbo shenanigans to pull of healing it or something but honestly cant wrap my head around it.
    Is there any way to do this? i'm sure i'm not the only one who had this idea.

     

    I'd appreciate an answer. Thanks!

     

    Posted in: Data
  • 0

    posted a message on Descending air units

    Hello, i am very much new to this whole galaxy editor thing, ive started two weeks ago.

    Does anybody know or figured out a way to create air units using the "descending" animation that plays when the merc compound creates air units similar to how you use the action Create (Terran) Drop Pod With Last Created Units on (Point) on triggers?

    I dont seem to find anyone with this answer, thanks!

    Posted in: Data
  • To post a comment, please or register a new account.