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    posted a message on Paid modding work

    I've been dinking around with the editor and started on a very ambitious mod. Every now and then I figure out how to make something else work, but there's no way I'll ever finish. I'm not poor, so I'll pay someone or a team $500 to make it for me so I can play it. It doesn't have to be totally polished; I'll flesh out all the glossary entries and tooltips and will be tweaking stats for as long as I stay interested in playing it.

    I call it the high tech terrans mod, intended to be added to any map with start locations to create sort of a ghetto co-op type map. If campaign protoss and zerg units can be added, that's great and I'll balance their costs also, but I'm mostly concerned with the terrans. I have a little start on it, with some of the new units started.

    I'm attaching a first draft of the mod's plan to the next post. Take a look and if the concept interests you, and you think you can handle it, send me a pm.

    Posted in: General Chat
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    posted a message on Animation name?

    You're right, it does still work after removing the animplay entry.

    I attached mine to attach point "overhead". You used an offset, which seems way more convenient, but the game divided your entry into 3 actor entries. Is there a way to fit the offset into the main stripper actor you made without creating the other entries?

    Posted in: Data
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    posted a message on how to access non-standard animation names?

    That does seem to work. Strange that each word is on its own line with its own dropdown box.

    Posted in: Data
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    posted a message on how to access non-standard animation names?

    I'm pretty sure it's the behaviors tab of the actor. The supply depot uses animations named burrow and unburrow when it morphs. The armored generator has animations named "stand work" and etc. Burrow is easily chosen from the drop down menu but "stand work" is not there. If you know how to make it play the "stand work" action, I need to know.

    Posted in: Data
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    posted a message on how to access non-standard animation names?

    Making a unit with the Armored Generator graphic, but its main working animation is "stand work". I see no way to select that in the behavior tab. There's a billion names, including "stand" and "work" individually but it won't let me type in anything outside its list. I also need to access "stand work start" and "stand work end"

    Posted in: Data
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    posted a message on Animation name?

    new actor, type cactormodel, parent modeladdition. Model is type Cmodel, parent Oneshotspellfx, using holo_stripper.m3. All the actor does is create, then <On Terms="ActorCreation" Send="AnimPlay {} Stand PlayForever,DontResetOnUnhide"/>

    Posted in: Data
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    posted a message on Animation name?

    Anyone know what causes this problem? I put the hologram night elf on a building and it works fine, but gives this error:

    Must assign a valid animation name when playing an anim. Message: CActorMsg[AnimPlay {} Stand PlayForever,DontResetOnUnhide].

    Posted in: Data
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    posted a message on Why does bus model not work?

    It displays in the cutscene editor, but gives an error and shows the sphere in the terrain editor. What causes this?

    Edit: nevermind, found it. Variation count was set to 2 but there is only one m3 file.

    Posted in: General Chat
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    posted a message on Any way to use story mode animations?

    A lot of the unit graphics don't have animations in game even though they do lots of stuff in cinematics in the campaign. Any way to use those animations to create a functional unit?

    Posted in: General Chat
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    posted a message on unit not associated with actor problem

    Made new units, copying data for the supply depot to new Gate and Gate (lowered) units. The actor for the lowered gate worked fine, but the one for the raised gate once again doesn't work. The gate actor shows unitname Gate, but the Gate unit doesn't show any link to the actor. I have deleted and redone it a couple times and still the same problem. What can be causing this?

    Update: When I fixed the events to work with the new unit IDs, the problem went away. I'd still like to know what exactly causes the issue.

    Posted in: General Chat
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    posted a message on Opened ui editor for first time, received huge error spam

    Here's the first part of an 80 line error spam. Is there some other problem causing this or do I really need to find all that stuff? (a lot more than 80 lines in this format; the forum has put the lines together and word wrapped them):

    [12/27/2015 1:15:33 PM] UI: Image [@UI/ButtonCooldown] was not found for [EquipmentIcon/EquipmentIconTemplate]. [12/27/2015 1:15:33 PM] UI: Image [@@UI/StandardTechBorderButton] was not found for [StandardTemplates/StandardEditBoxTemplate/Image]. [12/27/2015 1:15:33 PM] UI: Text [@@UI/DeleteProfile] was not found for [HotkeyDialog/NavPanelTemplate/ProfileFrame/DeleteButton]. [12/27/2015 1:15:33 PM] UI: Text [@@UI/HotkeyDialogResetProfile] was not found for [HotkeyDialog/NavPanelTemplate/ProfileFrame/ResetButton]. [12/27/2015 1:15:33 PM] UI: Text [@@UI/CreateProfile] was not found for [HotkeyDialog/NavPanelTemplate/ProfileFrame/CreateButton]. [12/27/2015 1:15:33 PM] UI: Image [@UI/ButtonCooldown] was not found for [GameButton/GameButtonTemplate/NormalImage]. [12/27/2015 1:15:33 PM] UI: Image [@UI/ButtonCooldownCharge] was not found for [GameButton/GameButtonTemplate/NormalImage]. [12/27/2015 1:15:33 PM] UI: Image [@UI/ButtonCooldown] was not found for [GameButton/GameButtonTemplate/HoverImage].

    Posted in: General Chat
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    posted a message on unit not associated with actor problem

    So I deleted the wizard actor and the double images went away. I then made a new actor, copying the data from the HERC and naming it Wizard, with ID Wizard. I tried to set its unit to my existing Wizard unit entry, but couldn't find it. Checked the units tab to find out that the Wizard had spontaneously renamed to HERC even though it didn't have an actor associated with it. I then renamed it back to Wizard and set the Wizard actor to apply to the Wizard unit. It seems to have worked this time.

    What made the previous actor not apply to the unit that was clearly entered into its unit ID box?

    What made that actor cause all my units to create double images?

    Why did my wizard unit spontaneously rename to HERC when I created a new actor that had no relation to it except for name? (Wizard unit was made by creating a new unit, copying data from ghost; wizard actor was created by creating a new actor and copying its data from HERC)

    Posted in: General Chat
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    posted a message on unit not associated with actor problem

    I thought I would quickly solve this problem, but I don't see what's wrong:

    Made new unit, wizard, copied from ghost.

    Made new actor, wizard, copied from ghost.

    Set the actor's unitName, under token, to wizard.

    Wizard actor says token unit type is Wizard. Wizard unit is still not associated with the actor. What did I do wrong?

    Edit: Wow, placing units now places an additional, unmoving, copy of that unit's graphic. It seems the actor that I added is somehow causing that to happen to all units placed.

    Posted in: General Chat
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    posted a message on orange text?

    I made a new spellcaster unit and told it to copy its data from the ghost(most of that data will be changed as I refine the unit), but I don't want the game to load all the ghost's data for the unit every time before just erasing it again, so I made its parent just cunit.

    Some of the lines in the actor's event tab are in orange rather than grey, green, or blue. I thought orange was for other custom mods, but the only dependency of my mods is void campaign. Is that right?

    Posted in: General Chat
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    posted a message on Easy way to browse models and animations?

    Ah the files list does seem better. At least the animations start playing by default, and it looks like a more complete list. However, I still have to add each thing to the cutscene editor and right click the blue bar to select animations, then delete the thing from the cutscene editor to get it out of the way for the next one? There's no better way?

    The zoom quite often doesn't go in close enough to see the portraits well. Also, the rotation manipulator button doesn't seem to do anything. Ctrl-clicking rotates the scene a very tiny bit but not in a very satisfying way.

    Posted in: General Chat
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