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    posted a message on [Resolved][Units]Creating new siege tank erases regular siege tank. How can I get the original back?

    You cannot get that Siege Tank back, unless you are willing to "Reset Unit" and reset the Valkyrie Tank. Right Click > Reset Unit to Parent (something along those lines)

     

    You don't need to copy from the "Siege Tank (Siege Mode)" unit when you copy it. This might have led to your problems. Any linked forms of a unit are duplicated as well when you perform the operation, unless said unit morphs into another unit, like with the Corruptor. For example, if I duplicated the unit named "Command Center", the unit titled "Command Center (Flying)" should also be duplicated as it is linked by the Liftoff ability.

    Posted in: Data
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    posted a message on [Resuming]How does one Morph a Building/Unit into another building/unit with proper morphing animations. [Project Critical]

    I suggest you consider what DrSuperEvil suggested, it is likely a better (and much simpler) option than I offered.

     

    In reply to sc2ggamer:

     As for your building-mutation woes, as long as all related assets have distinctive names, such as "Amon Lurker Den" and "Stukov Drone" you can edit these four distinct Drones/workers, but keep the original "Mutate into Structure" ability. You can modify this ability to add to the list of structures that it can produce so you have every Zerg subfaction structure listed under one ability. Or, if you prefer, you can copy said ability four times (this is significantly more work on the renaming side, and makes it hard to organize).
    This is how I do it when I make mods or custom data dependencies. Assuming, say, we have Amon Brood, Stukov Brood, Zagara Brood, Kerrigan Brood (sorry, numbered list is showing up as bullet points):
    1. Make four differently-named worker units, one for each Brood faction. I suggest you copy them from the standard Zerg Drone and tweak the unit stats and name as you please (in the check box for duplication, uncheck the abilities; you can manually add them to the unit to prevent "Copy of" nonsense)
    2. Search up the "Drone - Mutate into Structure" ability.
    3. In List View, look to the right. Double-click on the item "Basic: Ability - Info"
    4. A popup appears which allows you to link buildings to that Build ability. I recommend you only worry about working with the Broods' structures after you have made all the buildings for each Brood and named them accordingly.
    5. If you click any blank space, you will be prompted to choose some values, like build time, as well as choose the building itself. This is why you created new structure "units" and named them after their respective Broods.
      1. In the Structure selection box, filter out all options besides Zerg.
      2. Type the name of the Brood's structure. I might type in "Amon" and stop there. Since everything is in alphabetical order, the available Brood buildings are all grouped together based on the Brood name (i.e. I could just go down the list of Amon, Stukov, Zagara, and Kerrigan structures without typing anything at all to begin with)

    P.S. For Stukov, do you have any plans to incorporate a few special buildings, like the Infested Bunker? (^_^) If you plan to, I would suggest you make a new Data thread. I don't know of anyone who has successfully done this, and it's nothing more than a cool addition to your mod, but nevertheless it would be awesome to see in action beyond the HotS beta.

     

    EDIT: I hope what you meant by "get the morphing for each of the structures done" was that you were unsure of how to have the player build them in-game in the first place. If that was not your problem, then please clarify. If that was indeed your problem, I have two links for you. The video describes a process with SCVs, but it's the same deal with any worker unit. You shouldn't have to worry about graphical errors in-game when these structures are being constructed, provided they are directly modified versions of preexisting ones. And by errors I mean the Zerg cocoon or Protoss warping portal not showing up.

     

    http://starcraft-2-galaxy-editor-tutorials.thehelper.net/tutorials.php?view=161199

    Posted in: Data
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    posted a message on [Resuming]How does one Morph a Building/Unit into another building/unit with proper morphing animations. [Project Critical]

    In reply to sc2ggamer:

     It poses a problem because the custom unit's Lurker Den Actor itself has replaced the normal mutation cocoon that should appear instead of the completed building, like when the regular Hydra Den morphs into a Lurker Den. Unless I'm mistaken and that's supposed to happen - just kill a Spire while it's mutating into a Greater Spire. In theory, the way they work should be the same, so if the Greater Spire death animation plays, it should be fine. If not, try the Actor-based fix I suggested and then get back to me.
    As for the Stukov Infested Structures, I'm not quite sure how they work, as I haven't dug around the Editor assets for a long time. However, is it right for me to assume this Stukov subfaction you're talking about works like the Co-Op Stukov? If so, I would strongly recommend you not delve into Zergy things as pertains to a Stukov subfaction. Keep it to infested Terran with a Virophage or something thrown in there. This way, you can keep things simpler and more distinct since it looks like you've got a lot in play on the "vanilla Zerg" side of things. In other words, it wouldn't be unreasonable to replace a Terran tech tree with Infested units.
    A reply to your edit: I'm assuming you already copied the preexisting Lurker Den Actor to make this new building. So basically, just replicate the process as I described with altering the base Actor, instead applying it to the new Actor (Amon Lurker Den?). Recap:
    (List View) Actors > (custom lurker den actor name) > Click "Events" > Add a "UnitBirth of Type" > Add "Set Model" Action. Once again, make sure anything Actors dealing with the Amon Lurker Den only reference the Amon Lurker Den and not the normal one. Let me know if this solved or helped the Lurker Den morphing problem. If not, I'll have to spend some time to simulate what happened and work backwards in the Editor in hopes I might be able to screw around and come up with something more viable.
    P.S. If anything has the prefix "Copy of" it might mess with your data. It's tedious, I know, but renaming everything you copied to an appropriate name can make data editing much more precise, not to mention it prevents pesky data errors.
    EDIT: I won't tell you what direction to take your project in, but a lot of the Stukov-related assets are already units in-game and creating heavily-Zerg based mechanics might confuse things too much since you already have four available choices. You just need to duplicate Terran buildings, and do that tedious process to modify the duplicated Actors and Models to reference Infested Structures already in the game's data library. I believe peeking into the data setup of a mission like Outbreak may help you figure out how to make Infested Terran structures.
    As for the Infested structures, they could be built by Infested SCVs like how normal Terran buildings are made, seeing as how it doesn't make sense to construct them from Drones as pertains to the skin-and-bones of Zerg mechanics.
    Posted in: Data
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    posted a message on VN Enthusiasts?

    In reply to MaskedImposter:

     Didn't know about the SC one. I'll check that out.
    Posted in: Off-Topic
  • 0.962779156327544

    posted a message on Maps as Untitled?

    In reply to Forge_User_13736174:

     Wait...not sure what you mean so I'm gonna guess a bit here. So, unless you open a map through the SC2Editor, it comes up as Untitled?
    If that's the case, I have zero idea why that's happening. Strangest technical issue I've seen with the Editor thus far.
    Posted in: General Chat
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    posted a message on [Solved] Noob Question. Requirements for Buildings. How is this done?

    In reply to sc2ggamer:

     Don't forget to make a Project Workplace thread once you feel you're at that stage where you want to make a formal announcement.
    Posted in: Data
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    posted a message on [Resuming]How does one Morph a Building/Unit into another building/unit with proper morphing animations. [Project Critical]

    In reply to sc2ggamer:

     Ah, thanks for the screenshot. I'm actually not quite sure how that would be fixed, but I'm assuming it would be fixed if you modify your new Lurker Den by copying over or editing the preexisting LD model. Provided the aforementioned method works, the correct Mutate animation will play and there will be no need to edit rotation.

     As for why the rotation thingy is happening, it might have to do with the countless strings of animations you tried to attach, but I wouldn't mess around with those.

     

    P.S. Can you try one thing for me? Just for fun, manually kill the Lurker Den (while it's in the morphing phase) with other units, like Roaches. I'd like to know what its death animation is. If it's the Lurker Den death animation, we have a problem. If it's the default "Building cancel" death or something generic/placeholder, it should be fine for the time being.

    Posted in: Data
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    posted a message on [Campaign] Dawn of Conflict

    Wow, I have...never...seen this...before?

     

    Regardless, it's difficult to write out a whole plot in something less than ten missions, so I'm not complaining. Look at Nova DLC - plot wasn't that great. Nevertheless, I really look forward to seeing the signature CybrosX custom assets and gameplay mechanics in action. Looks good so far!

    Posted in: Project Workplace
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    posted a message on StarCraft 2 was announced 10 years ago today!

    In reply to PowerUnderwhelming:

     Hey bro you lost all interest in it when Halo ODST came out. Don't kid yourself lmao
    In any case, I was just 6 years old when I found out about SC2 in 2007, and I bought it when it came out. Only 16 years of age and starting to feel old...sheesh. I also remember that long Protoss unit video very, very well. I still don't understand why the Protoss art was changed. The alpha/beta look made them seem very high-tech and futuristic, and I thought that old Stalker model was pretty sexy.
    Posted in: General Chat
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    posted a message on VN Enthusiasts?

    Do we have any visual novel enthusiasts here? I myself am one, so I was wondering if anyone else was as well.

    Posted in: Off-Topic
  • 0.962871287128713

    posted a message on What to record?

    WAIT WAIT WAIT THERE'S A NIER AUTOMATA SPINOFF IN SC2 AND I DIDN'T KNOW ABOUT IT?! *faints*

     

    In any case, I wouldn't mind seeing you play some Multiplayer matches and show us all your Gee Emm gosu skillz

    Posted in: Off-Topic
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    posted a message on [Resuming]How does one Morph a Building/Unit into another building/unit with proper morphing animations. [Project Critical]

    Problem 1 - Correct me if I'm wrong: what I gather here is that instead of showing the little pustule that forms around the Hydralisk Den, the custom Lurker Den model shows up during the morphing phase. This definitely has something to do with the custom model itself not having that pustule animation. I won't send you on a wild goose chase trying to tell you how to add an animation, because I have no idea how to do it. What I would do is maybe modify the original Lurker Den Actor if you don't need it for anything else. If my memory serves me right, under the "Events" item of List View, you could add a "UnitBirth of Type" (or something like that, the name should reference a unit type), and then add a "Set Model" Action. So, whenever a Unit/Building named Lurker Den is created, the model will change from the default. Note that pre-placing this custom Lurker Den for the player or AI beforehand will result in the standard model, as the "UnitBirth of Type" did not formally take place within an active game.

     

    Now, you have the proper Mutate animation that should play, and when the building finishes, you will get your custom model. However, since the game has to calculate the modification, you will see the original Lurker Den model for a split-second (no way around this). I will also note that if you plan to have a Zerg vs. Zerg scenario with the player or AI having unique tech trees, you may have some data issues unless you named the custom Lurker Den something else. For example, since you named it Amon Lurker Den, the new actor you need to make must make ONLY reference to the Amon one, not the original. So when or if you copy the Lurker Den actor, change everything from Lurker Den to Amon Lurker Den. Also make sure that the copied model that results is called Amon Lurker Den and has the correct Art attached to it. Click the Amon LD model, go to List View and double-click Art. Find your custom model by searching for whatever its filename is.

     

    The above method is the only way I can think of to do what you're asking, but I'm assuming there must be a different, albeit more long-winded way.

     

    Problem 2: Double-check to make sure you changed the model attached to the duplicated Lurker Actor to the custom one. Once again, I'm going out on a limb here, but there should be a "Set Model" option like how I described with the Lurker Den issue. I've made this type of mistake before - duplicating an Actor but not changing all of its unit-defining information. Also, as a shortcut, the Model attached to the Actor you made should be in a box at the bottom left when you click on the Actor in the search area. Scroll down, find Model, and then click it. In List View, find the "Art" item and double-click that. A popup window should come up with a Model browser of .m3 files.

     

    P.S. I'm not sure what you mean by changes direction for the Lurker Den in Problem 1. Does it rotate around for some reason? If this is the problem, you can modify the Actor by creating a UnitBirth Event and then manually setting its rotation by choosing a "Set Rotation" Action. If this wasn't your problem, can you screenshot it?

     

    Also, the thing you did in the first two screenshots might have been a wasted effort, unfortunately, so I wouldn't go down that path any further unless someone else on the forums here knows of such a method. I say this because Models must always have animations linked to them, like the Death, Birth, Attack, etc. This has to do with the design of the model itself, as when Blizzard makes their models they rig the skeleton of the mesh to do certain things, like strike a death pose. Trying to fix the animation issue with that lengthy process might work, but is unnecessarily confusing and can lead to mistakes.

    Posted in: Data
  • 0.962686567164179

    posted a message on [Solved] Noob Question. Requirements for Buildings. How is this done?

    In reply to sc2ggamer:

     Haha I made some edits to my post to try and clarify what I said, but I guess that wasn't necessary. Glad I could help!
    Posted in: Data
  • 0.962311557788945

    posted a message on [Solved] Noob Question. Requirements for Buildings. How is this done?

    I'll try to explain it in words, but you might be better off with a visual explanation from the link below. If the link below is insufficient, I believe YouTube has some good tutorials. If all else fails, don't hesitate to post if you still need help; I or another Mapster user will help you sort it out.

     

    http://www.galaxywiki.net/Requirements

     

    In any case, you should change existing requirements relating to the Hydralisk Den that appear when you search for them in the Data Editor. It is preferable to be in List View to do this. You can also duplicate the requirements themselves and then change their values. This way, you still have the original data to fall back on so you know what you're changing.

     

    P.S. Don't confuse Requirements with Requirement Nodes. Nodes are specific items under a Requirement, such as one for mutating Brood Lords, where you can change its tech tree prerequisites. Click the Requirement, which might be "Mutate into Brood Lord" and then look to the right for "Requirement +" where you can find Nodes. Double click "Requirement +" to bring up the Object Values window. In the case of the Brood Lord, I would look under the "Use" folder in the Object Values popup. There, I might modify the "Alias" section of "Count Building Greater Spire Completed" I might change that "Alias" dropdown to an Evolution Chamber if I wanted the Brood Lord to be unlocked right after an Evo Chamber was made.

     

    It is preferable to be in List View to edit Data of any kind in the Editor, although some prefer Detail.

    Posted in: Data
  • 0

    posted a message on Lotv protagonist

    Eh was just havin fun with my words there. I meant that we knew nothing about Artanis before LotV. It was like Urun and Mohandar - all they had were names.

     

    I think he had a role in SC/BW but as for WoL and HotS he was pretty much forgotten if he made any appearance in the original games.

    Posted in: General Chat
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