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    posted a message on Custom Morph Actor Issues

    Quote from f9angel:

    Zergling > Baneling Cocoon > Zergling - Morph Unit (Zergling -> Baneling)
     then make a new Cocoon or dupe 1
     Zergling > Fast Zergling Cocoon > Zergling - Morph Unit (Zergling -> Fast Zergling)
    [I did this.]
     In
     *Zergling - Morph Unit (Zergling -> Fast Zergling)
     Ability - Info + (removeBaneling Cocoon) and (Fast Zergling) add Fast Zergling Cocoon
    [I did this.]
     then link the (Fast Zergling Cocoon) to Fast Zergling
    [I'm not sure how to do this.]
     with this u need to make a newactor and i thinkmodel for the Fast Zergling Cocoon
    [I think I did this. I just duplicated the Zerg Egg model and all.]
    ----
    See comments in [].
    Current Bugs.
    The Zergling -> Baneling morph gives me the weird double-actor bug still. The Fast Zergling Egg actor doesn't show up at all. After about 1 minute from birth, Zerglings become unselectable. This only happens to Zerglings.

    Posted in: Miscellaneous Development
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    posted a message on Custom Morph Actor Issues

    (Bump) Has anyone else had this problem? When I morph, the original actor does not disappear, and when the morph is finished, the cocoon does not disappear. The units work, but the actors don't. There are 6 instances in my map where one unit can morph into another. So far, the only one working is Hatchery -> Lair. Somehow I broke Zergling -> Baneling.

    Posted in: Miscellaneous Development
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    posted a message on Custom Morph Actor Issues

    @Quelor: Go

    I have no idea how. I'm basing it off of the Zergling - Morph (Zergling -> Baneling) ability, but the final actors aren't appearing. I placed the units directly using the terrain editor, and they can be controlled (Except for the Zergling).

    Edit: I've uploaded the most current version of the map.

    Edit: I managed to fix the movement issues, and the morph is working mostly correctly. The only problem is that when I begin the morph, the Zergling actor does not disappear, and when I complete it, the Zerg Egg actor does not disappear.

    Edit: I've uploaded the latest file I'm using right now. I would appreciate it if someone could take a look at the map and try to help me figure out my actor problem.

    Posted in: Miscellaneous Development
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    posted a message on Custom Morph Actor Issues

    I just duplicated the Zergling in all entirety. I edited a few stats on the Fast Zergling, but that was it. I found out that if you select the cocoon and another unit before the Fast Zergling finishes morphing, you can control the Fast Zergling. But you cannot select it individually. The Baneling does not have this problem. I just copied the Zergling - Morph (Zergling -> Baneling) ability and made it Zergling -> Fast Zergling. I will update when I try the Zealot test.

    Update: I tried to get the zealot to morph, but there was a problem with the actors. The Zergling can morph into an Egg, but when it morphs into a Fast Zergling, the Egg actor doesn't dissappear, and I have the same movement problem as below. I did some editing, and found that somehow I fixed the selectable issue with the Fast Zergling. However, now the original Zergling cannot move. I get the "No units can handle that command" error when I try to move it.

    Posted in: Miscellaneous Development
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    posted a message on Custom Morph Actor Issues

    For some reason that's the default setting for units. I tried unchecking those boxes but it didn't work. The normal Zergling has those boxes checked, but it doesn't bug out.

    Edit: I made a "map", and moved the file there: http://www.sc2mapster.com/maps/creep-defense/

    Posted in: Miscellaneous Development
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    posted a message on Custom Morph Actor Issues

    Bump. Attached map.

    Posted in: Miscellaneous Development
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    posted a message on Custom Morph Actor Issues

    Nope, I copied it directly from the basic Zergling (as per this guide: http://www.sc2mapster.com/api-docs/getting-started-with-galaxy-edit/creating-your/ ). The "morph" ability works. But when the unit is done morphing, it cannot be clicked. Something I just noticed, while it is still morphing, you see 2 health bars and 2 loading bars, but it's only one unit.

    Posted in: Miscellaneous Development
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    posted a message on Custom Morph Actor Issues

    So I'm having trouble with a custom unit. I have a normal zergling that can morph into a "Fast Zergling" just like morphing into a baneling. I got everything to work ability/unit wise. When I tested it, it would morph into the Fast Zergling, but then it would not be selectable. It could be pushed around, but you couldn't click it. I've looked at the unit and the ability but I can't seem to find what's wrong.

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Cut Scene

    @mrm3fan: Go

    That looks great, thanks. I'd rather you left it as it is, since the lyrics end there. What would be great is if I could fade out the sound as well, but I don't know how. Unless I can figure out how to prevent the normal SC2 music from playing in the background, this is the final version. Thanks again, can't wait to see the 1080p!

    Posted in: Project Workplace
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    posted a message on [Contest] Cut Scene

    Here's my map. I don't know the exact time, because my computer slows down during the final camera movement. It should be almost 1 minute exactly. There is a problem with the SC2 background music continuing to play. I've tried disabling it 3 different times. I would appreciate it if someone could record it, and if someone could help me fix the sound issue.

    The map itself is supposed to be whimsical, as part of a Propaganda/Soldier's Journal film (think Starship Troopers, film). If you want it to be more of an epic battle, replace the music with Lux Aeterna, or some such dirge.

    It has taken me about 6-8 hours to make, and 50% of that was learning how to do cinematics. Enjoy.

    Oh, and the music is from The Decemberists, "The Legionnaire's Lament" on Castaways and Cutouts.

    Update:

    Thanks to mrm3fan for fixing the sound/video issues. The map is now located at http://www.sc2mapster.com/maps/cinematic-contest-bloody-mountai/files/1-movie/

    Posted in: Project Workplace
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    posted a message on Campaign Problem (Help Please)

    @WraithChaser: Go

    It looks like you have two units entering the region. Any Unit would trigger for both of those. You can use a variable to ensure that the transmissions only send once (see attached pic).

    Posted in: Miscellaneous Development
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    posted a message on Building Creep Tumor off Creep?

    @Hiren: Go

    You want to look at the footprint "Creep Tumor". Open "Layers", and put the drop down box to placement check/apply. Click the square to remove the creep requirement. If you want to re add a creep requirement, make the set Set One.

    Posted in: Miscellaneous Development
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    posted a message on Auto-Build Creep

    @MasterDinadan: Go

    Before you posted, I was working on custom script that would track all possible points for a tumor. I had two arrays, one for possible points, and one for previously placed tumors. The function would return a random point from the array of possible points. A periodic trigger called the function. It works, with a few times where the placement failed (for an unknown reason). I'll look at what you made, and see if it's easier.

    Thanks.

    Posted in: Miscellaneous Development
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    posted a message on A point's X coord/Y coord

    @MasterDinadan: Go

    Thank you.

    Posted in: Miscellaneous Development
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    posted a message on A point's X coord/Y coord

    Does anyone know how to directly access a point's x and y coordinates?

    • point lv_simplePoint = Point(unknown_X,unknown_Y);
    • point lv_simplePoint2 = Point(unknown_X,unknown_Y);
    • point lv_otherPoint = Point(lv_simplePoint_XCoord,lv_simplePoint2_YCoord);

    Is there any way to do this?

    Posted in: Miscellaneous Development
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