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

    In reply to DrSuperEvil:

    Here is the progress so far. I have a create persistent effect and spawn unit effect created as well as the behavior. The crashing barracks are spawning regularly and I've found out how to regulate how many drop, but for some reason they aren't random offsetting and they all spiral directly toward the point created. Here is a look at what happens.

     
    This is a look at the crashing debris persistent effect.
    This is a look at the unit spawner.
    I also have another simple question real quick. I usually prefer to wait till I get many important issues resolved before asking more, but this is an important one. I am trying to get the mod ready to be reasonable playable and out for beta. What I want to do is fix the icons. So far what I've been doing is taking snapshots of structures I am using. I want to know how I can transfer these structures into the game so they can be used as icons and buttons. 
    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

     Alright. Definitely Looks like I have my work cut out for me. I am going to start off with 6A and then get back to you about the others tomorrow. Few questions about 6A for now. Can you elaborate on diminishing circular offsets? Here is a look at the behaviors and effects:
    The behaviors are copied from the Psi Destroyer behaviors and altered for a fire damage model. Otherwise there is no other behaviors. 
    My nest question is about what might be the best way to nest these create persistent effects? I am also going to look into triggers. Started watching some tutorials on triggers today. This is one of the first things I am about to look into. I think I get an idea of where to start with the rest of the things you've said at the part. As for the difficulty. Oh yes it does feel very daunting, but I am down for the challenge. Most of the complicates as mentioned prior just lie with getting the structures working properly. Most of the units for the mod are already working as supposed to. Lets hope I can nail this.
     
     
    Posted in: Data
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    posted a message on How to get Hero Cocoons to hatch after a certain amount of time with Triggers and summon Raynor's dropship.

    There is 2 things I am trying to do that I am rather confused about how to get done right now as follows:

    1. Basically I want kerrigans cocoon to by used in my mod and hatch after certain period of time when the game starts like in co-op. 

    2. At the beginning of the game, I want Raynor to automatically show up after a certain amount of time and be deployed by Raynor's Drop Ship then, have the Dropship fly back up into the air and away.

    For both of these situations, I want it to be so once they die this timer is resumed and they will be summoned to be battlefield the same way after a certain time. I am not that familiar with triggers, so I thought I'd ask here how I would go about doing this.

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

    In reply to DrSuperEvil:

     14. For some reason this still did not work. I am going to post pictures of all the Psi Destroyer actor and Death actor and see a solution can once and for all be found. What happens is that the death animation plays half why then just cuts off. Same goes with the sound.
    This is the location that I put the death actor under in. I am not sure if it was supposed to be linked someplace else.
    These are the events on the Psi Destroyer Actor. Those two green events are for the wave though so its basically otherwise the default actor.
    This is the Psi Destroyer Death Actor. The Actor type is model addition.
    This is the Psi Destroyer Death Animation types. Death is the one where its falling apart. Dead is its last standing model basically.
    Now I wonder if I put something in the wrong field or I was supposed to add the death actor to another location as well. Maybe I am missing some important events for the main Psi Destroyer Actor. Hopefully this can be resolved.
    ____________________________________________________________________________________________________
    Now I also a few more questions. First I'll start by updating on all the issues that have been fixed since that last 2 times I spoke to you. Its as follows:
    1. Nanite Turrent raise and burrow animations as well as unit morph is working properly.
    2. Figured out how to morph a whole bunch of buildings I did not expected I'd be able to figure out within the scope of this project and timeframe.
    3. Tried your suggestion with the Hybrid training and it worked perfectly.
    4.  The Automated Refinery Animation has been fixed, when I used an Actor creation plus Animation Bracket Start event to fix it. However for some reason when I duplicate it, then it does not auto produce vespene. I am trying to do this for a black ops refinery.(which has its animations fixed as well).
    5. I'll have a look at all the requirements and the show part.
    Now I'll get started with some of the more final issues I am trying to crack down on. These are listed in order of most important to least important.
    1. How to make Char Crashing Debris repeatedly appear when placing this building and harm enemies on impact:
    1. 
    More specifically. I want to make the char crashing barracks, debris, factory and battlecruiser models repeatedly fall when placing that Volcano you see in the first picture.  I want them to continuously spawn and when crashing harm units within the vicinity. Similarly I wanted to do this with a number of other structures as well, but once I know how to do this with one, I can do it with the others. 
    2. How to destroy an Actor that has been created through an ability morph event. Have a look at the pictures as follow:
    Basically what I am trying to do is a create rift field generator for the tal'darim(not that custom model one) using a shield generator and purposing it. I made it so that when it morphs up, it creates this field right now. Now there is a number of issues. First one is that when morphing back, the field won't disappear. I cannot figure out how to get it to disappear when it morphs back. I tried using ability start morph from, morph to etc then destroy with the death actor of the field as the target. For some reason its not working, however I already know how to get the field to disappear on death. Its doing that just fine.  Here is a look at the events:
    All the events starting at the first abili morph were ones that I created. The Death Actor is Tal'darim Energy Field Display. Nothing in that Actor's events itself has been added. I just basically need to know how to get the actor to be destroyed when it morphs back to the base model. If you need to have a look at the animation type. I can post a picture. Just don't want to make this too long. 
    3. How to make a turret(specifically the kind that causes persistent damage within a certain area). Here is the attempted turret:
    I am trying to get this model that you see in the model shooting flames to only cause damage within the area shooting flames right now. I already have a basic understanding of how to create, missiles, turrets, effects and behaviors, but most of the tutorials that I've found only explain how to create turrets that shoot and one specific target repeatedly(maybe with a bit of splash damage. 
    How I want it to function exactly:
    1. When it is unburrowed it automatically starts shooting flames whether or not an enemy is within the area. I want the burrowing and unburrowing to be manual(This part is discussed at number 4).
    2. I want it to only damage units when they touch the flames with the proper burn model. The burn model I think I can figure out myself. 
    Sticking to these 2 key things for now.
    4. A little help needed with the burrowing and unburrowing animations:
    These are the animation stages for the flame turret. The flame turret in number 3 has burrow and unburrow animations. I want them to be able to burrow and unburrow manually with proper animations as well as start with an unburrow animation when created. So far I got the turret to unburrow when it is created. When I try to get it to burrow and unburrow manually with the ability morph events and animation bracket, it does not work properly for some reason. Here is a look at the events:
    The method I am using a bit similar to the one I used to get the Nanite Turret and Tal'darim Shield Generator morphs working. Currently does not have an ability morph back yet since I am just trying to get the turret to burrow properly. 
    6. Just a simple question about what these mean:
    I wanted an explanation of what the various flags do and the difference between automatic, duration and time scale. Also wanted to know what time variant does. Play forever and play once is pretty obvious.
    Edit: Currently just about solved the issue with the flame turret as I realized the animation brackets were basically broken. They needed to be kept within one another. Issues I am having now though is that when I use the animation bracket stop for the flame turret to unburrow, it unburrows instantly. I wanted to know what I could do to slow the animation down for that specific time.
    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    14. Alright. This actually worked to some degree, but not quite yet. After attaching a Death Model to Psi-Destroyer, it still dies before the death animation is fully over. What I need to know now is how to Specify this.
    15. Now here is another question for now. I was thinking of realizing the mod in beta, but one of the critical problems currently is that many of the buttons aren't showing up. I've checked for requirements. Often times the buttons just completely go missing unexpectedly from an scv drone or probe and I have no clue why this is. I wanted some ideas of what could possibly be preventing these buttons from showing up properly.
    Update: I managed to get everything sorted out with the volcano. The damage models weren't showing up simply cause they were not scaled large enough. I figured out how to get rid of the Psi Destroyer Wave and field of ash with the volcano as well and get them to start appearing as the construction began. Now what I really need to know is how to get the Psi Destroyer Death animation to disappear once the animation is fully over. If you need more information on this, just let me know.
    Update: Ignore the question about the buttons. I think I know how to solve that one. I just managed to get a whole bunch of critical issues solved after finally understanding how to set animations in events and how events can trigger various different things. All this analyzing, trial and error, studying of guides and asking questions is finally starting to pay off. Although there is still a number of issues that I am still confused about. Still have yet to get the death animations working properly for the psi destroyer. 
    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    3. Okay. I will give this a try. 
    5. Good to know. I wish I had done this sooner. Now that this has already been done, is there any way of correcting the errors? So far it does not seem to be causing any major problems for the game, but many I just have not noticed it.
    9/10. Its for the shield visual. This is how I found it. No alterations. Says that the Actor Type is Model Addition and Not doodad.
    11. Okay. I seem to have found a workaround on that.
    12. Okay I am going to do this. Yesterday I got it to produce some ammo with the iterate magazine effect, but I was not clear about if I was doing it right or leading the wrong direction. Also. Which section of sc2 mapster do I look up unit cannons on?
    13. Also worth noting. Got the fatal error with the Automated Refinery fixed by resetting the original and linking a fresh ability. I don't know why this worked, but for some reason it did. The problem with the Auto refinery disappearing after construction still remains. I will investigate that further to see if I can figure out what might be the problem with it.
    14. In regards to the death animations. Seems we getting somewhere now. I actually got the Psi Decimator to Disappear when I put in the following:
    Death Custom. Psi Decimator
    Validate Is dead
    Death Custom. Subname Vortex 
    But the problem is that it just disappears out of thin air. I would like it to disappear at the end of the death animation.
     
    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

     3. Yes. That is how I managed to get the Stukov buildings working. I'll see if I can figure out what is going on with that one. I bet I can manage something.
    5. Oh. I'll have a look at this. I might have made the mistake of setting it as a unit actor. I know I was trying to get a number of structures their morphing sequences properly, but was very unclear about what I was actually doing. There was a whole bunch of imported models I had loaded, but recently had removed all of them from the editor to speeding things up. What kinds of things cause imported texture issues?
    6. Yea. I think that whole actor needs to be replaced. I'll be doing something about it once I am done looking into another issue.
    7. Same answer as 6, but as for the Animation Bracket thing. That is how I found the actor.
    8. Good to know.
    9. New image
    10. I would like the Psi destroyer to disappear after death. I would also like that Psi Energy Wave to disappear along with it. It would be ideal if it could fade away, but I don't want to set the difficulty of this project too high for what I can handle at the time. At times I wonder if I should kept this project simpler for the time being. Thing is though that most of the mod is working the way its supposed to right now and most of it is done. There is are just a handful of really tricky issues left though and some other very simple stuff that should be no problem to do once I am ready to finish it. I am about to have a look at the marine and zergling death customize to see if I can get an idea of how its done.
    11. Okay. Unless I am misunderstanding which issue you are referring to, I think this one is solved. Just added a bunch of Tal'darim Structure death animations. Its working.
    12. Can I get a bit more information about what to do for the Bile Launcher launching banelings. Maybe a tutorial somewhere on this? I have a missile created.
    Posted in: Data
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    posted a message on Artificially Intelligent Creep Crawlers. A new era of advanced technology for the Zerg.

    In reply to InsaneMst:

     I am going to give this a try soon. Thx for the information. I very new to triggers so I have a lot to learn yet. As for checking if an item is on creep. There is a very simple way to do that. Create a behavior(It can be a wide variety of them from what I am aware), then a search effect with a validator that checks "On creep" I got malignant creep working this way.
    Posted in: AI Development
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

     3. Ah. Sorry about that. I should have explained this more carefully. Made it sound like two different things I wanted. Basically I wanted the units to be summoned instantly with a charge, but rather than trained by a que similar to how is done with barracks. Units loading and coming out one by one. I don't want that. I'd rather it be like the stukov infested units instant, but with a charge. Now I have a charge set on these hybrids.
    Okay. This is what the ability info for the Hybrid Dominator looks like. As you can see there is setup so the unit trains by charges, but whenever I select a unit to train in game then select another, it just interrupts the sequences. Plus I don't want it to be a slow gradual train. I double checked to make sure the command card is linked to the correct ability and all that.
    4. I tried this and it did not work, but I know I had a problem like this before at some point and managed to solve it somehow. I am going to try a number of things to see if I can fix this in a bit. There is so many issues it could be.
    5. Ah. This is something I've been wondering about for a while, but it has not seemed like a huge issue till recently that I am aware of.  A large portion of those errors say: User: Too many cabil abilities for such and such: Here are some pictures. These consists of the Bulk of them:
    Here is a look at the bulk of the main actor of the Black ops refinery.
    I might need to dig deeper into this to see if I can find any other clues as to what could be the problem.
    7. Here are the Actor Events named as follows:
    Zerus Buildings Volcano
    I just realized something. I wonder if I forgot to copy this actor to the psi destroyer actor directly. I am going to give this a try and see if it changes anything. Something to note. This was originally copied from the spawning pool. You can see though at the last part. The UnitBirth.Volcano was the event I added in.
    Here is also a look at unit as a whole with Table View:
    Psi Destroyer Damage Copy
    Currently the model is set to the "Solar Combustion Model". If you need anymore information just let me know. For now I am going to try advice you have given me on the other questions.
     Now just one more quick question. I won't be asking many new questions today since I have to a lot to deal with already, but here is a relatively annoying one that has come up. Just have a look at this:
    Under Table view, the Ui is rather messed up. It also looks like this in regular view, but not as bad. I am using the Mac editor and this has been happening with lots of ui in the editor, but it has not been a problem so much till here since it has not obscured my view of anything important. Wondered if you might have any idea how to fix this or if its even fixable at this time?
    Edit: Oh yes I forgot. This is the actor that I linked as the placeholder basically for the ash weather effect. 
    This actor I noticed is a environment-doodad type actor. I wonder if this could be part of the issue. Also if the image is a bit too small to see. Try "Open link to new tab". Shows a bigger image of it.
    Edit: Can you go into more detail about the death animations? Like for example. Am I supposed to create some kind of actor with the death model hosted by it then like it? How exactly would I go about setting up the events? Also what does the sub name refer to under death customize. How can I tell what to apply that too and such?
    The death animation for the Psi Destroyer actually works just fine, but it does not disappear after death. I am starting to wonder if it may simply be easier to copy from another item and try achieving the same result.
    Edit: I think that the problem is that the Ui is covering something important and I am not seeing it.
    EDIT[Solved Death Animation Issue]: Finally! I finally figure out how to get death animations added to units after all this time. It was like looking for a needle in a haystack. Ultimately the problem turned out that the Ui was blocking an important part of the death animation field, so I rearranged the Window in just the right way and I found the option to add a model in place. Now I am also aware how to add them for sounds and in different situations. Now as of this current part though, I still have not figured out how to get rid of the Psi Destroyer Death Animation that remains around.
    Posted in: Data
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    posted a message on Artificially Intelligent Creep Crawlers. A new era of advanced technology for the Zerg.

    So anyway. Ignore than dramatic title. Simple put, I am trying to get this creep crawler from Thrikodas to automatically burrow and unborrow searching for new locations on the map without creep. Ever time it burrows, it leaves and used creep tumor, then spawns a new creep crawler than burrows in another location without creep. I'd also like these to be able to run away to a specified location when they sense a uncloaked detector nearby and be able to be controlled by the player temporarily with control, returned to them after a while. This might be ridiculously complicated to do, but if its reasonably easy to do enough, I might give this a try. Any ideas how to get this working?

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

    In reply to DrSuperEvil:

     Alight. Here is the update:
    1. Figured out what they mean, but if I have anymore questions about it I'll ask. Also. I got the malignant creep working perfectly now! I realized that the malignant creep was lacking any effects and no searching behaviors. Add some while using the gas turret as a guide and this time what I did was a set a validator for "On Creep". Now any units that are going to be given damage, can only take damage while on creep. So far, it seems to be working just fine, but later on I may want to make it an upgrade instead.
    2. 2 3 and 6 are solved. 5 I will be posting a thread about it in the AI development section soon as some other more critical issues are solved. 7, 8, 9 and 10 I am coming back to, but now I know I have an idea what to do when I get to these issues. I may just try to do some modeling to get those turret models at 10 working right, but it may be too far beyond my scope of skill right now. In regards to the anti nuke idea. Might be a bit too much for me for right now since I only have a month of dedicated time left to work on this mod. Alternatively I might just repurpose those other structures as regular turrets.
    --------------------------------------------------------------------
    Here is the next round of issues. If these get solved, it will just about clear upon all the project critical issues to be resolved with structures at the time. Well see.
    1. Death Animations: Okay to start things off. I made a mistake. Right now I am legitimately confused as to how to add custom death animations to structures and units. Right now my focus is the structures. Thought I got one working yesterday, but it turns out that was not really the case. Here is an example of an issues:
    I am trying to get the Tal'darim Nexus to play its death animation. I have found no field them seems to allow an easy way of doing this so what I tried was Event Unit.Death Tal'darim Nexus create tal'darim nexus death. Nothing happened at all. The actor I used for that was a model addition. Also another thing is with this:
    I am using a Psi Destroyer in the mod. The problem here is that the Psi Destroyer Death Animation remains after death. The collision is removed though. I wanted to know how to clear it after its dead. This is also happening with the Slayn Missile Turret and some other structures.
    2. Psi Destroyer Energy Field not disappearing. The next issue is with the Psi Destroyer's Energy Field. I got it working, it does damage like its supposed to, in the area its supposed to, with the proper damage animations. Problem is that it does not disappear when the Psi Destroyer dies either. The damage does stop though. This is the event I used to get it to show up:
    Its placed in the original actor "Psi Destroyer." 
    Next thing is rather unexpected issue.
    3. No queablity: Okay so I have this protoss summoning pad which is supposed to Summon Hydras, Stone Zealots and Sentinels. Whenever you click on one of them and then click on another, the que simply starts over with the new unit instead. It does not allow you to que up multiple units for summoning. However I don't want them to come out through a question, I want there to be a charge that works instantly in summoning them instantly out. I thought I set one, but this still seems to be happening.
    4. Fatal Error with Auto Refinery. Now this next issue has me extremely worried and only started happening recently today. Every time I try to place a Automated Refinery over a geyser, the game instantly crashes and I get a yellow icon saying there has been a fatal error. The automated refinery that I am trying to set is the original unedited version. It does not even let me place it. Its also worth noting that today the buttons on my scvs just all mysterious disappeared and I had to make 3 copies of the originals one to get it working. Was extremely frustrating. 
    5. Black ops AutoRefinery, disappearing soon as it starts: Next automated refinery related issue is with the Black Ops Automated Refinery. This is what happens every time I try to place it:
    First it shows up looking like this once done.
    Then it shows up like this. Still produces vespene, but disappears. I have no idea why this is happening. I've try a number of things to know avail. This is copied from the original Automated Refinery, but it does not do this.  I am also facing a similar problem like this with the automated extractors, but the automated extractors show up properly.
    6. Launching Panelings In Bile Launchers. Next thing I wanted to know about was how I'd go about making Bilelaunchers that can load banelings into them and shoot them at enemies?
    7. Damage Effect model not working
    Right here I have a volcano that produces a field of flames and causes damage similar to the rip-field generator and psi destroyer. The damage is working and the field is working, but like the Psi-Destroyer field its not disappearing after death. I used the same event to make the field of ash weather appear. The volcano is copied from the psi-destroyer and the damage model actor seems to be applied to this as well. I want all units to appear during in flames when they step into the area. Here is what the layout of the Object creating this field looks like:
    Now the model I was trying to use is the "Solar Combustion" model which is a persistentFX model. Another question on that regards. Does it need to be a persistent FX model or will any work?
    8. LOS Blockers: And Lastly for now, how do I make Line of Sight Blockers? There is certain structures that I want to have be able to be built that block line of site.
     
    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to sc2ggamer:

     Wait. One more question I need to know before I get working on all this stuff. Death animations; In particular of structures. How does one get these done? In thought that I knew how to get these done, but as with many things in editing, you discover its not always that simple.
    Edit: Figured it out. Turns out was as simple as I thought.
    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    Ah silly me. Of course I meant BSD. I am going to process this all for a while and try to get a lot of this done before I ask any new questions, but these are basically the hardest issues left to tackle that I am less knowledgable about. Going to get cracking on it now.
    Posted in: Data
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    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. Good to know. I am going to come back to the creep related tasks at hand since I want to give it my full undivided attention. As of right now I am getting some of the stuff you taught me applied to other issues at hand. Also I realized I forget to answer one of your questions from earlier. I did check the requirements on the malignant creep. All had been removed, but it still was not working.
    4. I am going to give this a try. After looking up this I found it does have the necessary animations for something like this. 
    ______________________________________________________________________________________________________________
    I have another round of questions as well. I was going to post a new thread about it, but realized it wouldn't be necessary. I can post it here. Thank you for all the help so far. This helping save A Lot of time and hassle. I am feeling more confident about getting this mod done within the month. I am going to start with some of the simpler questions then about some of the remaining issues that I am still puzzled by. As follows:
    Simpler Issues:
    1. Animation Term Questions: Under animation play events I see a list like this:
    Edit: Well I figured out some of this. I realized that these are animation layer names and learning this has just helped me a huge deal.
    I basically wanted a general idea about what some of these mean. There is a lot of them of course, but it would be good to know the most used ones and important ones. Another question is, how do I know when to use some of these? I seen some like BSM and spell type that had me confused.
    2. Issue with models after SOP Local offset: Now I have gotten SOP local offset actors working on many things in my mod. I now realize how simple it is. Problem is that the offset remains the same when I am using the same model as a placement mode. In some situations which I am using SOP offsets the construction is offset as well and I don't want that to happen. How can I used SOP offsets to correct the position of a model without affecting the placement, or in some situations how can I get it to work for the placement as well? For all the situations I am currently using them for, I don't want it happening to constructions.
    3. Radius Change. How does one change the radius in which turrets search and apply buffs such as the gas turret? Currently its range is just fine, but even though I got it working, I realized I just happen to be lucky that the range is already working in place. I need to know how to adjust it.
    4. Hero Spawning. How does one go about creating Heros that automatically spawn after a certain time(As the game starts) in certain objects like kerrigans cocoon and nova's stasis ward as well as having it placed nearby a base and allowing them to resurrect from these objects once dead after a certain time?
    The mod I wanted the player also be able to pick between Raynor's Raiders and Dominion Terrans. These guys what I wanted them to do was come in by drop ship after a certain period of time then unload onto the battlefield near the base. How would I go about getting something like that happening as well? I am guessing I may have to dwelve into triggers for this.
    5. Artificially Intelligent Creep Crawlers. I wanted to know how it might be possible to create Artificially Intelligent.
    Using this model from Thrikodias, I wanted to see if I could make this thing not just be a possible morph, but also be capable of moving on its own, burrowing on its own, and running away from enemies when it senses unclocked detection. I realize that this may be way beyond my current skill level to be even attempting and probably very hard to do, but I am down for a challenge. If I don't attempt it now, I may attempt it sometime in the future. Now I already know how to get to to morph though. Its the Ai related stuff that I wanted to see how it could be done(If it could).
    6. Fog that gives a buff to a player. Okay so I am well aware as of now that that creep is heavily integrated into the game engine and very difficult to replicate, but what about weather effects? I asked earlier about weather effects and you said something about creating them via triggers. This is not the most important of issues to be done for the project and I can live without it, but one thing I wanted was to be able to create a fog effect that spawns from some sort of buildings and produces a buff to anyone getting near it. Once out of the fog, the buff goes off. I was thinking of possible a vision limiting debuff for enemies, or a cloaking buff for those using it.
    7. Floating UI Buttons.
    I wanted to know how it would be possible to create Ui buttons that float at the top of the screen and players can cast certain abilities by clicking on them(similar to in co-op) with a selection image visible while they are placing it over a certain area. I am not looking to replicate energy(least not for now). Doesn't have to be anything super fancy like that visor one goes into when using orbital strike for protoss in campaign. Just some visible buttons that do certain things when people click on them. I am already aware about how to set charge for them.
    8. Upgrade to Warp without changing buildings. For Purifier protoss in my mod, I am using some unsual buildings with no types of warp animations. I wanted to know how it might be possible to make an upgrade that allows purifier gateways, robotics facilities and star gates to use change to warp train with charges instead of just coming out once trained.
    9. About if(how) this could be done:
    This question is not about the obvious glitch with the robotics facility in the picture(That has already been fixed). My question is this. I discovered that the Tal'darim Stargate and robotics facility don't have warp upgrade stages. Knowing this makes this a hell of a lot easier as it means I don't need to add them to my mod, but however I kind of still want to try. What I wondered is if it is possible to take that animation of the red sphere and swirling lights from the warp upgrading of the Tal'darim gateway and put it over the robotics facility and Stargate as the start to morph? If I managed to do something like this then it would be amazing and set my mod apart from many others. If using some modeling software is required, I am down to try that, but however if this proves to be just too much, I can always save it for another time. Got only 1 month that I can work on this projected at a dedicated pace.
    10. Unused Turrets that I want to see if can be made to work. First off this is split into 2 questions.
    1. I want to know if its possible to make anti nuke turrets. Basically whenever someone launches a nuke within range of a turret such as this, a health bar will appear above for the incoming nuke and turrets will shoot in the direction the nuke is coming from. If the health of the nuke is deleted before it becomes visible, then its neutralized. 
    2. I found a number of models of turrets in files as follows which I wanted to use as anti nuke turrets. Now I wanted to know how possible it might be to turn these things into working weapons:
    Starship Adun Turret
    Shakuras Turret
    Medium Purifier Turret
    Space Platform Turret Dominion
    Glacius Purifier Turret
    What do these all have in common? Like the korhal spore cannon, they all automatically shoot in their animation. Most of these only have one animation layer so far as I've seen.
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    Now I know it would probably require getting into modeling software to actually be able to use their weapon effect, but all I want to do is use these to attack nukes and other major end game hazards that aren't immediately visible. All that these turrets would have to do is aim toward the nukes when they start coming. I may have some more questions soon, but for now these are a good set of issues to investigate.
     
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    1. Np. If it can only, be one, then it can only be one. However I am going to explore some ways to possible invent a new type of creep. Let me ask a question though. What exactly is it that causes the creep? Not talking about the creep tumor. I am talking about what causes the texture to appear in such a way in does and slowly have more of it revealed. Figuring this out could be key to making a creep replica. 

    2. Let me get back to you about this. I am testing a few things in this regards out right now.

    4. Ah darn it! Duration. That must have been what I missed when I was watching the healing well tutorial. The nanite turret is working as intended right now. Btw I meant to say 3 and not 4. The protoss crystal generator is working just fine right now. Needs a death animation and sounds, but I am already aware of how to add those.  Right now the issue is that the Nanite turret is applying the buff, but it remains permanently even when the unit walks away from the. About the Command Center Reactor. It was just "Command Center Reactor" as the actor. Says its a model addition type actor. For the mod I am creating though, I wanted players to start with it so its might be fine this way. Now the one thing left to do with the nanite turret that I am not certain how to do is getting it to burrow. I am still very confused about what all the buttons do in the cutscene editor. How do I go about finding out which model the burrow animation is technically called in the editor? Maybe its already listed in the models section.

     

    Posted in: Data
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