• 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    1. The Lag seems to be happening dispite no create persistent effects being used in some playthroughs although it gets much worse when that is done.
    2. This one I lack some understanding of. This was one of those things I never checked for.
    3. I've heard this causes lots of lag. The mod has data from the campaign modes included which I know uses all sorts of triggers, but I never checked for infinite loops since my knowledge of triggers is very very limited.
    4. Definitely worth looking into. I don't recall letting most unit buffs stack too high.
    ___________________
    Okay question about the following. Its all pertaining to the lag. I want to know if the following could be possibly contributing to the lag. Since I have a fast computer, its hard for me to tell how bad the lag is for players with less strong computers. I mentioned I was looking into some of these before. Now I am asking if they actually cause lag and how badly.
    1. There is still lots of copies of data in the file I use for the mod. I wonder if all these copies contribute to the lag at all; Especially the actor copies.
    2. There is a lot of custom models in the mod and these seem to be accounting for a very large chunk of the file space taken up by the mod. File space of the mod is 126 MB. I did notice that adding all these custom models slows down the SC2 editor, but does it slow down the actual game that badly?
    3. Another thing I've noticed is that I have some deadly static defenses in that mod similar to bile launcher in sc2 remastered which have about 30 range and scan regularly for targets. Now when I build about 3 of these bile launchers it starts to get noticeably laggy even for the computer I use. However this does not happen on the SC2 Remastered mod so I wondered how I could keep these static defenses with their same range, but reduce lag in some way.
    _________________________
    Two others questions for now:
    4. I wanted to know how it may be possible to change the music such as mods like Novastar have done. What I want to do is have a different individual music playing for players of each race.
    5. How can one set it up so multiple nydus worms can be activated at once instead of one at a time?
    Posted in: Data
  • 0

    posted a message on What are some good ways to go about getting people to play your mod once its complete?

    So you've come up with a really awesome mod or map that is working relatively reasonably and you are excited to start playing it with other people. One huge problem though. Soon as you publish the mod or map, you wait long periods of time and nobody joins the lobby. If someone actually decides to step in the lobby, they leave shortly after realizing it won't fill. This is exactly what has happened with the recent extension mod I made "Ground Unit Battles". Spent hours trying to get it to fill up to no avail. Now I assume this is nothing new with mod makers. Surely mods like SC2 Remastered and Co-Op Commanders had a time where they were barely known and many did not play them at first. Thing is that I don't have much time and money right now to be making above and beyond efforts to promote this mod. I am starting to worry a bit that all the effort put into making this mod might have been a waste since, the whole project is essentially useless if nobody will play it. I wanted some tips for getting lobbies filled once a project is done and not so well known yet.

    Posted in: Miscellaneous Development
  • 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to fishy77:

    I supposed I could copy all the files into an arcade map. Really shouldn't be that hard, but before I do that I want to test it out first. One last question for now. The mod is basically in a reasonably playable state except for one thing. A number of players in the mod have been saying that lots of lag occurs in the mod over time. At first I thought this was due to map size and or the amount of players. Thing is that I tried it on smaller maps with less players and it still started lagging over time. Steps I am currently taking to reduce this are:
    1. Deleting all extra copies of units, behaviors actors etc in the files.
    2. Removing any possible custom models that I don't need. 
    3. More range limits on units.
    However maybe there is other factors besides this are causing lag in the game. The file size is 122 MB with a large portion of that coming from custom models. Could the custom models be the main factor in what is slowing down the game?
    Posted in: Data
  • 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

     All except 2 and 6 are solved. I am trying these today. One more question for now. Is it possible to publish extension mods to the Arcade. One major concern I have its going to be an absolute nightmare getting lobbies to fill cause I remember how much trouble I had getting  games with other extension mods to fill.
    Posted in: Data
  • 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    2. I am still rather confused. Can you be more specific as to where to check this? Is it the cutscene editor I should look?
    4. Yes. I have a good quality Mac that normally plays sc2 amazingly, but however sadly as a Mac user I know all too well the compatibility issues with this. That is why I have parallels. Without parallels, I wouldn't have been able to fix the icons and since I have parallels I can just use the Pc version of the editor, but parallels operations slower than the main computer. Other than that really annoying time when the Mac editor just won't work for about a month or so, dispite all the issues, I've been managing to get this project done just fine.
    1. Thank you. That solved the problem perfectly. 
    2. Getting Started on this today.
    3. Thanks. There was some icons that really needed changing for a while.
    _______________________________________________________________________
    Here is the next round of questions:
    1. Trouble with Sounds
    I've asked about this before, but I need more specification on this matter because, what I thought would work, does not seem to be working. I made a black ops marine copied from the war pigs. The trouble I am facing is that while shooting, there is no animation for the flame out of its gun appearing nor the shooting sounds playing. The animation of the marine pointing the gun is working though. I wondered what causes the shooting animation and sounds as well as why it might not be working? This same thing is also happening with Murloc Marines.
    1.2 Sound Emitters
    Coming back to that Volcano. Strangely, although it was playing sounds while I held it, in the the terrain editor, it did not play sound when I tried it in game. I wanted to know what the correct procedure to use for getting consistently playing sounds in game would be as well as playing certain sounds at a time. 
    2. Increasing Supply and Resource Count for games overall
    Some variations of the mode, I want players to be able to go up to 300 supply and have high resources like in the big game hunters mod. How would I go about setting this?
    3. Using Triggers to override enemy enemy selection and simple command card.
    I call being told a while ago that these are two important triggers to add when setting up mods to keep the level of confusion down. Since the mod is close to being released for open beta, I figured now would be a good time to ask about how this is done.
    EDIT:
    4. Larve Inject Not Stacking.
    Another Issue I am running into is that Larva Inject is not stacking properly. In melee games, a player can use larva inject multiple times and the behavior will continue renewing after each use for the amount of times used. When using larva inject this time, it just resets.
    5. Amon's Queen is still getting selected with F2 dispite army select being disabled. 
    I can post more details about the unit if needed. Strange thing though is I checked Damon's queen and dispite having army select disabled, the queen will still get selected using it. I wondered what might be the cause of this.
    6. How does one use triggers to set up a message when the game starts?
    At the beginning that the game starts in the mod, I want state some of the future updates to be coming in chat automatically. Just once and not on a regular basis. How would I go about doing this?
    *Got the problem with the working rallying fixed by the way. 
    Turns out that I need to set the new workers under the Use Validators section here. I was in the wrong section.
    The Nydus vulernablity problems have also been solved.
    Posted in: Data
  • 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    I am back! Nice to finally have some more time to continue working on this project. Here is the update:
    1.1. Mostly solved. Although there is one small issue I will come back to later about.
    1.2 Working on this one.
    1.3 Giving this a try soon.
    2. What do you mean by orthogonal and how do I check if they can be overwritten by other dependences? I've checked the status. Its set to available. No requirements are set.
    3. [Solved]
    4. Kind of solved. Truth be told, I was already aware of how to do this, but since I have a Mac, whenever I try to set the scale through that means, the field just show up blank. 
    5. I am going to save that means of infested production for another time. I understand it more now, but I have a lot more learning yet to do.
    6. [Solved]
    7. No problem. I found a workaround.
    8. Yea. I am having a look at the zerg structures as reference to this. I think I'll understand how to do it comfortably eventually just like I learned to set animations in events.
    ________________________________________________________________________
    The mod is nearly ready for beta release. Should be out within a few days. Right now I just have just 2 questions about some things I've been having some issues with. 
    1. Issues with unit cost and supply not setting properly.
    There is a number of units including roaching, primal and regular zerglings that are showing up costing higher mineral and supply costs than they are intended to. I have roachlings set at 75 minerals, but in game they show up for 150 and similar such thing is happening with zerglings. I have the roaching cost set under the cost of the unit section.
    I've checked train ability and it has no cost set for it. Now I am wondering what else could possibly be causing the cost to set higher than its suppose to. This is also happening with the supply of some of the units. Zerglings are showing up for 2 supply in game when I set them to exactly one supply. Double checked multiple times. The burrows also have the same cost set. 
     2. About the Nydus Worm Vulnerability during Construction.
    Could you be a bit more specific as to how exactly to set the Nydus worms to be invulnerable while under construction. I've been looking for the correct fields to set for a while and I am puzzled right now.
    Edit: One more question
    3. How does one change display icons like the one shown here?
    Posted in: Data
  • 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

     I've been rather busy in the past few days. I'll be responding to this soon. I just have another question in the meantime since this one is rather important. There is a number of structures(most of them that are terran) which although I have a build time set for them, they are being built instantly. I wanted to know what could be some causes of this. Some of the structures are: Science center, Artifact(Char), Slayn Particle Cannon, Recovery terminal, hybrid holding cell. These use the same data as originally found in the files at default. 
    Posted in: Data
  • 0

    posted a message on How can one add transparency to custom icons?

    Basically just that. I want the buttons to show up properly in Sc2 like offical ones normally would. I read somewhere about using photoshop to do this and I currently have the free trial. Also a question is. How might I be able to do this with a program like gimp should my free trail run out?

    Posted in: Artist Tavern
  • 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    Perfect. Its working correctly right now. At the moment the Digester seems to be working just about as intended. I'll let you know if I have anymore questions about it. Yesterday I needed to be busier than expected so I am responding today.
    ____________________________________________________________________________________________
    Here is the next set of questions. I am going to start off with the Slivan related issues. So far with Slivan, I have gotten it to spawn creepers using an effect-instant target with the proper precursor and they can only be selected once they land. There is a number of issues though that I want to see if I can get solved.
    1.1 How to make an effect-instant ability that sends creepers(primal banelings) to a specified location.
    The second button that shows the creeper swarm host is the one that I used as the effect-instant to spawn primal panelings. Basically, I want Sliavn to Spawn these creepers and for them to move towards their opponent like locusts do. When I set this as an effect target ability, what happened was the units were shot at the opponent rather than just spawned and moving towards it. Do I need some sort of issue order effect to move them in the right direction? What might be the proper way of doing something like this?
    1.2 How to make Specific animations appear on Slivan when a charge is through.
    Similar to regular swarm hosts, I want Slivan to appear without those eggs on his back when the charge has been used up and once the charge cool down is over, I want them to appear again. I am already aware about how to set animations for such a thing, but not how to exactly specify in for this situation. How would they be specified so the animation shows up with the charge cooldown is over?
    1.3 Creepers are bypassing the supply limit. How do I keep that from happening?
    The creepers I am using consume supply when summoned. Problem is that dispite the supply count appearing over 200, they are still able to be summoned. Now I am thinking of just removing supply from these units, but I want to know how to fix this in case I decide to make other spawned units, that I wish to have supply added.
    2. Issues with copied Transport abilities
    There is a number of transport abilities that I've tried to copy and when I did this, for some reason they simply were not working properly on the new unit I have them to. For this mod I want lots of different types of flying units to only be able to carry certain amounts of units, have different properties, behaviors and such so its important to get unique transport abilities added.  Here is an example of what happened when I tried to copy the Hercules transport ability, to put it on Nova's griffin. Note that the Nova's griffin I am using was copied from the Hercules. Its not the default one. 
    Basically when I copied it and put the transport ability in itself, only the load button would show up and it was not clickable, but when I moved the griffin itself towards units it would load them. The only way to unload them was to click on the transport cargo UI.
    Next thing that seems odd is that when I put the original Hercules transport ability on it, then it was working and not only this, the unload ability showed up. The moment I removed it though, all that stopped. I want to know what might be causing problems like this as this has been happening with almost every transport ability I've tried to copy. 
    3. Trouble using Larva Inject on Primal Town Hall
    In this mod, I wanted other types of hatcheries(such as Primal hatchery and Amon hatchery) to be able to be larva injected. So far I got it to work with the Amon hatchery as that hatchery is copied directly from the regular hatchery. Problem though is that although it starts working with the Primal Town Hall. As soon as the cool down finishes, it removes the larva select button out right and no extra larvae appear. I could copy hatchery again and replace what the Primal Town hall then try to redo is morphing events, however this may prove to be even more complicated. I wanted to know what specifically I need to do to make the larva inject work with primal town hall. The validators are already properly set and in place to use it on each.
    4. How to visually Scale up and Scale Down and Object
    What I would like to know how to do is how to change the scale of an object using events when certain things happen, but I don't want it to be an instant change. I want the scale been seen growing and shrinking, really than an instant size change. There are certain things I'd like to do this for like the Psi destroyer field. When a Psi Destroyer is created, I'd rather the field scale up like a plant blowing into a flower.
    5. How to spawn trained units like Stukov spawns infested in Co-op?
    Currently I am using larvae to spawn infested since, I for a while felt that trying to replicate that means of training units used by Stukov in co-op would be too hard and beyond my scope. The thing though is that I am consider about lag having so many structures that spawn so much larvae. If not that maybe you might know a better way to spawn the infested units rather than larvae? I still want the cocoons to appear though.
    6. How to modify the UI to look like heroic Bars?
    Heroic Units have those distinct UI health bars that shows their name and health. I wondered how one would go about modifying how these bars look and adding them to certain units.
    7. Merging Files with other mods. 
    I wondered how one would go about doing this or if its possible? 
    8. How does one go about properly morphing Units such as hellion to Hellbat and Siege tank to siege models. 
    If these units were all patched together as one I'd have likely figured out how to do already, but specifically with these types of units that have separate actors and models, I've been struggling to figure out how to morph them properly.  Currently I am trying to get the Black Ops Hellbat and Siege tank to morph into their other modes.
    Posted in: Data
  • 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

     I am still somewhat confused. Can I have some more elaboration on that? Is this an event that I need to set under the digester or units that enter it? This modify unit effect. I understand its purpose and how to make it, but where do I indicate the effect itself? Currently I have a behavior under the Ability: Load Cargo Behavior field which is causing damage over time to all units in the transport. My confusion mainly lies with where to indictate the effect for it to work.
    EDIT: No worries! I figured it out. Thanks for the help. I'll be posting the others questions shortly once I get my plans for today worked out.
    Posted in: Data
  • 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    Will get back to you about the others soon. Wanted to ask early about these 2 first:

    5.1 Where exactly do I specify the effect so it happens on unit death? Of course also, then units need to heal the digester and not themselves. 

    5.2 This part I am going to come back to. I am not quite sure if I want to implement this aspect of it into the mod. Once I finish problem 5.1 I'll look into that one.

    Posted in: Data
  • 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    9. This information turned out to be absolutely invaluable. Unlocked a whole lot of new possibilities knowing this and I managed to find the files I was looking for.

    10. For some reason it still is not working. I checked the index and it seems to be the correct one. Currently the index is set to zero, which should set up the load ability. I wonder if maybe I input something wrong or an effect is meant to be put elsewhere.

    For right here. Was this the correct location to place the issue order effect?

    1.1 Working on that in a bit shortly.

    1.2. Sadly this did not work. Its exactly what I tried previously before asking this. I even tried setting up my own Location Vision Validator and setting the filatures to [Required(Visible)]. Thought it would be that simple really. 

    2. Looking into this further today. Well noted. I should have payed attention to that.

    3. [Fixed] As suspected, it was just a simple issue. Just did not get around to it for a while.

    4. That seems to be the likely cause. I don't remember adding alpha to the icons. I took screenshots of them in maps and went through the process of converting and resizing them all. How do I go about adding alpha to them properly?

    ____________________________________________________

    For today there is mostly just a few new issues springing from older ones. 

    5.1 For the Digester, I decided to make things a bit more complicated, but might make for a much better unit. The Digester currently instead of instantly killing units inside it, slowly damages them. What I want to happen though is that every time a unit in a digester dies within it, then the digester gains a tiny percentage of that units max health applied to the digester. Not increasing the max health of the Digester, but just a small addition of healing basically. 

    5.2 Along with that I would also like the Digester to take a tiny bit of extra damage over time for each unit that it loads into it that is based on the amount of damage the unit itself does. 

    5.3 Another thing also is that it would be preferable if players can see the Ui of the Digester while also seeing the Cargo and the Cargo UI. Basically I would like them to be able to see health bars of the units inside the transport as well as shields. If possible, the Digester itself next to the Cargo UI. 

    5.4 One more thing is that it would be preferable to hear the death sounds of the units when they die in the transport. Right now its only working for some reason for marines that I am aware of. Others you can't hear a death sound when they die.

    These are what I need some help in figuring out how to do. I already have the iterate transport effect that causes damage to units inside the transport working. 

    Posted in: Data
  • 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    4. Thats worked perfectly. One major step to balancing the game finally solved.
    5. Continuing to study this map.
    6. Well noted.
    7. There is a Soul Hunter model from LOTV? If there is one I'd like to know where its located in the files. I typed in soul hunter in the models and found nothing else, but the current loaded custom models. Also. This has been solved now. I feel dumb for not realizing this sooner. Its no wonder that it was not able to turn.
    8. I am going to study some tutorials on creating missile weapons and abilities then come back to this one.
    9. I have the most recent version of the editor loaded with campaign units tagged in. What exactly is this HOTs campaign mod you speak of and where do I get it loaded? It looks like I don't have it loaded because when I search up the sounds you listed above, none of those show up.
    10. I've made some progress on this and the ability is showing up in game like an autocast ability is working, but for some reason the "Digester" as I now call it still will not go up to enemies and use the ability. I am going to post pictures of everything that I have done so far.
    The Ability in game. The Load part is supposed to be the ability.
    This is a picture of the effect target ability created in table view. 
    This the location that I put the issue order effect. I was also careful to make sure only enemy and neutral could have this ability used on them.
    This is what the issue order effect looks like and how I set it up.
    This is the table view of the transport ability I used to consume the enemies. Its copied from the medivac with increased cargo size, and range added to it. I've also made sure it can be used on enemies and neutral. Still for some reason nothing happens. Cannot even manually activate the ability. Similarly I want to get Yagdra and some other enemies to be able to use some of their abilities by themselves. Once I learn to do this, then I can do it with the others.
    10.2 Although not complete yet, I am fairly certain I understand this clearly now and will be able to do it once I can get the transport ability working properly.
    10.3 I'll come back to this one once the more important things are done, although I am happy to know what unit compare visual validators do now and to have an idea where to start once I attempt this.
    11. Coming back to this one once I better understand missiles and movers. 
    12. [Solved] Easier than I thought it would be.
    ________________________________________________________________________
    Here is the next round of questions:
    1.1 Rallying New Types of Workers
    How to get other types of drones to rally to a specific point. I realize that this one might be ridiculously easy although I made a few attempts at correcting this and am left a bit confused. I tried to add primal drone and Amon drone to the worker rally combine validator. So far nothing seemed to have happened after I have done that. Maybe I did something wrong in the attempt.
    1.2 Preventing someone from setting a rally point at a location that they can't see
    Terrans in this mod are able to rally units by drop pod to certain locations, however I want to prevent them from being able to do this to places that they can't see otherwise it could prove to be very imbalanced. 
    2. Coming back to Terran Tech Labs
    I know understand the part about adding the structure that the add-on is attached to under behavior. The part I am confused about though is what section in the behavior itself to find out what alters what the host structure can do. When I try to use the newly copied tech lab, it morphs the new barracks into a standard barracks with standard units.
    3.(Old Issue Revisiting) Probes and Drones acting like scvs. 
    This is something I asked a while back, but decided I was going to come back to. It remains and important issue, but is probably very easy to solve.
    With many newer structures and newer workers probes and drones in particular are acting like scvs.  I wondered what would be the proper way to getting them work correctly?
    4. Lastly for now. How to get Icons that show buttons properly.
    These are some custom Icons that I made for Primal zerg, but they don't show up like the first 2 do, I was wondering what is needed to be done to fix this.
    Posted in: Data
  • 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

     9.
     
    I assume this one. If so that is correct.
    1. Going to be working on this today.
    2. My mistake. Turns out the Sound was working all along. I did not hear it well though. I finally realized this after trying it on a blank map.
    3. Going to be working on this today.
    _________________________________________________
    Now that I've gotten a good night's sleep I'll ask you the questions I meant to ask yesterday.
    4. Canceling Behaviors Upon Morphing
    You may remember this topic. When I first asked you this question and you gave me and answer I still found myself very confused. Now that I have a better understanding of behaviors and effects I was able to get lots of it done. There is still a problem though. The Terran Buildings timer works right while airborne and they die as intended after the timer with the ui showing up. Problem is that should they land, the structure is instantly destroyed. I want terran players to be able to land buildings canceling the effect and allowing the building to live, but have it still work if they keep buildings airborne too long.
    5. Changing a units Alliance with behaviors and effects
    I wondered how a player would go about changing what team a player is on through use of behaviors and effects. I wanted to create certain types of abilities that can infest and take control of certain player's units.
    6. BioChemical Nuke. Any idea how its done?
    I saw this on youtube and thought it was quite cool. Like the virophage, this is something I want to save for a later time to do, but I would like an idea of how to do this so I can plan for it.
    7. Soul Hunter Model Won't turn
    I am using the Soul Hunter model from the Elders Collection. For some reason it won't turn dispite that I have turning movment set and made sure there are no turning disabling flags on. Its copied from the immortal. I also checked if it needed extra animations of some kind. Does not seem to have any extra needed. If you need more information just let me know.
    8. Creating a Spawn Creepers ability for Slivan.
    I want Slivan to be able to have an effect-target ability that spawns creepers like swarm hosts do and like it does in its boss battle. Of Course in its actual boss battle I assume it spawns them by triggers. Now I assume that I would need to create a spawn behavior for the creepers and some sort of precursor to get them to show up. When looking at the boss battle, it does not look like the creepers spawn from eggs that are shoot, but rather directly from Slivan's back and their healthcare only appears once they land.
    9. Voice Files for Zurvan
    I have been looking for the voice files of Zurvan talking directly to Kerrigan. All I have found so far are files of grunts and roars. I wondered where one might be able to locate the files of Zurvan actually talking to Kerrigan so they can be used. Same goes with the other primal leaders, but I've yet to check the others. Theirs might be easier to find.
    10.1 How to get a Unit to Automatically walk up to a unit and use a transport ability on them. 
    Using Blightbringers Model, I've come up with a Unit I call Gluttony Incarnate. This is basically meant to be a unit that goes up to other units and devours them. I am using a transport ability to do this that only works on the enemy with no unload. However since this is essentially meant to be a deadly ability, I'd rather the unit go up to units and use the transport ability on them instead of having it manual. 
    10.2 Increasing Health Upon Devouring an enemy with the transport ability
    When the unit consumes an enemy, I want some of its health to be increased and not temporarily so I would like to know how to set it up so that every time it consumes a unit with its transport ability, then it gets a health boost. Not a health max boost, but just extra health added to what it already has. 
    10.3 Increasing Damage Upon Losing a certain amount of health and increasing armor upon gaining a certain amount of health
    The way this unit is meant to work is that its constantly losing health all the time. In order to keep living it must feed on enemy units. When its health is really high, it gets extra armor, but when its health is really low, it gets a damage boost. I wanted to know how to be able to specify such behaviors and/or effects to be applied at such times.
    11. Recreating the Hunterling's Jump
    I am attempting to recreate the hunterlings jump from Dead of the Night. I am just not sure how to get it to fly up like it does and large in a specific position. I am guessing some sort of site operations are needed for this. If you can point me in the right direction, I'd be very appreciative of that.
    12. How to increase the larva count that is produced
    For certain zerg structures I am looking to set them to a higher larva count. I need to know how to do this.
    Posted in: Data
  • 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    All those issues have been solved now. About number 9. Here is a look at the Bird Xenomorph animation Stages:
    Yes. I put Stand(Global Loop) Exactly in for each. I will give it another try to make sure I did not get something wrong. If this does not work I am going to attempt simply giving it a stand animation in Blender, which I assume probably wouldn't be that hard.
    Next up is about number 8. This information turned out to be invaluable. After realizing that any models have animations separated in m3a files which needs to be added to animations section, I started checking many old models I had similar issues with and have some a number of similar issues. Yet Alas I've run into another one related to this I am confused about. Its as follows(plus starting off the next round of questions:
    _______________________________________________________
    1. Getting the Swarm of Amon Abberation working.
    Specifically the custom model I am trying to use is the Swarm of Amon Abberation as seen on the right in this picture:
    The other ones are working beautifully. The Aberration though I noticed has some M3a files in them. I added these to the optional section of animations under the model. Now here is the issue. When I was looking at the Tyrannozor Model, I noticed that there was a number of animation events set when I looked at it. Since this is a custom model, it looks like I have to set these myself. This would be my first time doing this and as such I have very little idea how these work.
    These are the Tyrannozor events. Now my question is, how do I figure how what variations to imput and what stages since I know these cannot be seen directly in the cutscene editor. Or maybe I am wrong? Good thing I am at least familiarized with what these terms mean now.
    2. Creating Continous Sounds on Structures
    I have been attempting to create continuous sounds playing on structures such as for example the Zerus Volcano eruption sound. At first I attempted creating a soundcontinous type actor and creating it upon the unit birth of the volcano. Nothing happened, then I tried this as seen in the picture. This seems to be the exact same method used on the doodad actor of the volcano, but its not working here for some reason. My question is what might I be doing wrong here?
    3. Next question also is how to go about properly copying a tech lab. I've been trying to get some tech labs copied for Black ops structures, but cannot figure out exactly what to change in the new copies for it to work properly. This is been a major issue for a while.
    Going to leave at this right now since I am very very tired at the time of writing this and I want to be able to explain the remaining issues out with careful detail. 
    Posted in: Data
  • To post a comment, please or register a new account.