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    posted a message on Can't Find Placement Issue. A number of structures won't place.

    Okay so first off. Hope you don't mind all the questions. I just hate running into dead ends. I tried searching this one up and could not find what I was looking for. Basically I am trying to get a number of structures to be placed that normally would not be able to be placed. I have this listed as structures and as buildings under models, but it keeps saying "Can't find Placement location". This is despite the grid being 2x2 for creep and 3x3 for regular ground seemingly. I am fairly certain this has something to do with the footprint, but I cannot understand exactly what it is. I tried to copy both the unit and actor from working ones. For some reason it did not work.

    Posted in: Data
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    posted a message on A few model related questions. Hows does one change the size of a model, direction facing and height on them map?

    Thank you! Well at least I know where to start, but there is a number of things I am still confused about. I am going to come back to this after I finish a number of other things.

    Posted in: Data
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    posted a message on A few model related questions. Hows does one change the size of a model, direction facing and height on them map?

    There is a number of models that I found in the files that I wanted to use as structures, but they many of them are offset in ways and/or set below the Terran for some reason when I try to use them on a map. I tried to use the Cutscene editor to alter them, but they always switch back to default. Another question also is about how someone could change the collision boundaries for models. These are probably really simply things to do for a SC2 veteran. Just a bit lost.

    Posted in: Data
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    posted a message on [Solved/Cause Unclear]Command Card Buttons Not Showing Up In Game

    Thank you for the information about the simple command card. I will use that initialization trigger for the mod I am making. When I checked though, Simple Command Card had already been disabled as well as Hides for simple text. That UI thing was one I ran into problems with early on in mod making, but it only seems to be applicable when there is text in the command card. 

    Quote from Rohime >>

    Check also:

     

    SC2 Game Options -> Gameplay -> Simple Command Card.    can cause many 'complex' buttons not to show up.

     

    In Data editor, the Button:   (Basic) UI:  Hides for Simple Text    enabled/disabled seems to control this (i think - looks right, but didn't double check).

     

    I would recommend is ALL maps using the following statements in the initialization trigger:

     

    Player - Override Enable Simple Command Card option for player (Picked player) to Disabled

     

    Thank you for the information about the simple command card. I will use that initialization trigger for the mod I am making. When I checked though, Simple Command Card had already been disabled as well as Hides for simple text. That UI thing was one I ran into problems with early on in mod making, but it only seems to be applicable when there is text in the command card.
    Posted in: Data
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    posted a message on [Finally Solved] Hows does one create the construction sequence for structures? How does one link model type actors to units?

    Awesome! I finally solved the issue of the construction animations with their original actors and units by one simple adjustment. I copied both the unit and the primary actor from the original unit and actors. Now all the Tal'darim structures are working with all animations and sounds with abilities ready. I still have not figured out why the probe is fixed while a structure is building, but I think I will be able to figure this out myself. Thank for the help! This should work with other planned Protoss structures now.

    Posted in: Data
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    posted a message on [Finally Solved] Hows does one create the construction sequence for structures? How does one link model type actors to units?

    I think so, but I am still new at this so I might be thinking about something else than what you are asking. I have an ability called Tal'darim Structure Build with the forge linked along with each other structure. How would I check to make sure I have the buildable ability?

    EDIT:

    Okay. I managed to kind of solve the problem through an indirect measure. I copied from the gateway which is working properly then edited everything to suit the forge. I'd still rather see if I can figure out why it is not working and fix another issue could arise, but this is better than it not working at all. Currently the forge is working, but I will need to edit it more later once it comes time for upgrades. The probe though is still fixed during building animations. 

    Posted in: Data
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    posted a message on [Finally Solved] Hows does one create the construction sequence for structures? How does one link model type actors to units?
    Quote from DrSuperEvil >>

    What mover is your Build ability using?

     

    Does your taldarim structure have a Buildable ability?

     Its using the construction mover. I have an ability called Tal'darim Structure Build with a list of all the structures to build and units assigned. Buttons are working too. Right now when I tried to build a Tal'darim forge and Tal'darim cybernetics core, the construction sequence just does not appear and the unit does not start building. I feel like I am missing something very key and important here. Yesterday I was getting them to work just fine once I had the earlier mentioned issue solved. Currently a Tal'darim pylon, photon cannon and gateway is working perfectly with all the construction animations in place.
    Posted in: Data
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    posted a message on [Finally Solved] Hows does one create the construction sequence for structures? How does one link model type actors to units?

    Alright! The birth transition issue from the construction animation to the actual structure is now solved. I solved it by adding the construction abilities to the Protoss construction actor. Says my upload limit is exceeded so I cannot post pictures. I tested it just to make sure this actually solved the problem by removing them and putting them back. Now last thing is that I have run into 2 issues though once this problem was solved which I am somewhat puzzled about right now. For some reason probes are stuck in place while the construction of Protoss structures happens. This was not always happening so I am wondering what might be wrong. Next thing is some of the construction animations that are started when building Protoss structures are not simply showing up at all right now on the Tal'darim forge, but yet are showing up for other ones. I am going to try to figure this out a bit as it might be something I can figure out, but any help would be appreciated.

    EDIT: The thing I am confused about is that I have the Tal'darim forge added to the unit construction events like all the others are and have its Protoss building birth set, but the building birth is not showing non the less. It also has a production time so that should not be the problem.

    Posted in: Data
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    posted a message on [Finally Solved] Hows does one create the construction sequence for structures? How does one link model type actors to units?

    Your right. My apologies. Here is exactly what I am trying to do and what the issue is:

    1. When constructing a Purifier warp gate which I copied the whole unit from gateway, I trying to create the transition from the point which the Protoss structures is being built, to the actual structure. Right now it simply skips past this. Once I figure out what to do here I also want to go on and make Tal'darim units and work out all the structures for each other race.

    2. I have been using the Protoss building birth actor for both the Purifier Warp gate and the regular one. After duplicating the gateway unit (Just gateway. Its default in the editor), I created another gateway actor then copied it to the original and deleted the original.

    3. Once that was done I set its unit token to Purifier gateway and set up everything to work for the purifier gateway.

    4. I figured out everything else, but I cannot figure out how to get the structure to perform a transition from its construction animation, to warping in than being finished. Sound is not working for it either when it transitions.

    5. I already have the abilities thing worked out it seems at least. Mine is ability Purifier Structure Build. Both the Gateway and the Purifier Gateway are specified.

    6. At the moment I am taking a look at the SOAproxypylonvisual Behavior. Maybe this might have something to do with it. 

    The pictures in the previous post show some of what I was doing.

    EDIT: Few moments. Might have found out a solution.

    Update: I had a look at the actor Protoss construction and tried to add an event to it for the purifier gateway. It did not solve the problem so I am still stuck. Here is what was attempted. Now I wonder if any of the actors shown in the picture could have something to do with this.

    Posted in: Data
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    posted a message on [Finally Solved] Hows does one create the construction sequence for structures? How does one link model type actors to units?
    Quote from Form01 >>

    For morphing from gateway Warp gate use Actor event:

    Unit Construction.your unit.Finished

    Validate Unit: Is (your unit)

    AnimPlay Morph Morph, End and set Blend in 0.0

    It did not work for some reason. I think that a mistake was made. There are some pictures below showing the actors and events. My question is should I have placed along with all the other events from the purifier gateway and also under unit construction if I am supposed to specific the gateway units itself. I also was not sure where to specific the validate unit. I did not see a section for that. Should I create a validator for that? Next question also is, there are 2 blend sections. Do I put 0.0 in both or just one of them? Picture number 4 is the thing that I attempted per DrSuperevil's suggestion. It did not seem to work as well. Both gateways currently share the same actor.
    EDIT:
    I am trying to simply get the build sequence that a probe starts up for a gateway to transition into a gateway not the gateway to warp gate.
    Posted in: Data
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    posted a message on [Finally Solved] Hows does one create the construction sequence for structures? How does one link model type actors to units?

    Alright. Where would I check to give them the buildable ability? I can try to just duplicate another one out right and edit the settings accordingly. Meanwhile till you answer, I will give the second suggestion a try. I am still quite new to this so some tutorials could prove very helpful.

    Posted in: Data
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    posted a message on [Finally Solved] Hows does one create the construction sequence for structures? How does one link model type actors to units?

    So here is the situation I am struggling with trying to figure out. I am trying to create a number of custom structures for each race starting with Protoss and they are working, but the build sequence is entirely skipped. So specifically right now I am trying to simply figure out how to make a purifier gateway. So what I have done is copy the regular gateway, then I deleted the base structure actor it had(Not for construction, but for how it looks once done) and replaced it with a new one assigning it to the purifier Protoss structure unit I created. This got it working and able to be created, but it skips the construction sequence. After this I tried creating an event on the Protoss building birth actor(shared between both gateways) and set it for a purifier Protoss gateway construction just like the other events were set up. This did not work for some reason. Right now I am a bit lost. Another question I also have is how one would link non unit type actors to units. I don't see any field for this. If anyone can help me figure out what is going wrong I'd appreciate it. I also double checked that the ability and value fields on the command card are already correct. 

     

    EDIT: One more thing. The gateway construction build is working on the original gateway.

    UPDATED: I figured out why the construction sequence was not working. I needed to set a construction time under the abilities section. Problem yet still is that the purifier warp gate is skipping the Warp in sequence right at the end where Protoss structures change to their final structure form. If someone has any idea how to fix this problem. It could help out a lot here.

    Posted in: Data
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    posted a message on [Solved/Cause Unclear]Command Card Buttons Not Showing Up In Game

    Alright. I managed to seemingly fix the problem by simply creating a new unit from scratch and then copying from a probe that was working. All the buttons show up on the command card now although it would be a good idea to learn why this problem happened in the first place. I might come back to this as it could be valuable to know. Thx for the help!

    Posted in: Data
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    posted a message on [Solved] How can one produce multiple hatcheries with different sets of larva?

    Alright. I am understanding better now. I found the Hatchery-Spawn Larvae section and where I would need to put the behavior, but I still am not sure where to find the spawn behavior and/or create it to add it there. I currently have the new larva with the train ability done and added.

    EDIT: 

    Few moments. I think I figured it out.

    RE: EDIT:

    Hell yea! It worked. I was so puzzled by this for such a while. I could not figure out how to assign behaviors to units. The mistake I was making was not checking the actual behavior itself in the behaviors tab. Once I found out about this, adding it to the hatchery behaviors was easy. Thank you very much. I appreciate your help on this. Now I can finally get underway with creating the Zerg units.

    Posted in: Data
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    posted a message on [Solved] How can one produce multiple hatcheries with different sets of larva?
    Quote from aZergBaneling >>

    Spawn behavior is what creates the larvae. I should have been more clear; you have to create a new larva unit and create a new Train ability and add it to the new larva unit. Then set the unit created in the Spawn behavior to this new larva unit. Then replace the Hatchery - Spawn Larvae behavior on your new Hatchery with this new behavior.

     

    Actors are just visuals applied to effects/behaviors/etc. They don't change the function of the unit. The Larva Release launch missile effect is just for when the Queen adds larvae to the Hatchery.

     Okay. I understood everything well up until the spawn behavior part. I am not sure where to find this section to assign it to the unit. Same goes with the Hatchery Spawn Larvae behavior. This is something I have been confused about for a while when it comes to setting up behaviors. Would you mind posting a pictures of the places I need to input that information? The pictures below show places that I was looking. 
    Posted in: Data
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