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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. Ah. That is ashame, but workable actually I think. The splat model Idea may work just fine as it could be good to have some variation between different types of buffing terran, but this ruins the idea of having blood red creep for the Amon's Brood Zerg that I intended to have in the mod.
    2. I think that I removed all the requirements. One thing I was noticing is that the behavior does not have any effects applied to it. This picture is a layout of the behavior. Maybe you might have an idea of what could get it working?
    I did some searching and found a link to your old infected creep demo, but it is not working anymore. Maybe you can post a new one? This being said, I cannot help, but feel there is a way to get malignant creep working within the way the editor is setup as of right now. I know that there is malignant creep in for Kerrigan in co-op. It would be a huge letdown if the creep can be malignant, but not grow and spread. What if I set up some sort of validator that checked if a player was on creep or not, then applied some sort of damage effect to them?
    Edit: Ah wait a minute. I see problem with that current idea. Previously I thought that if you just duplicated the creep tumor, it would spread a different type of creep associated with the new tumor, but it won't. This still doesn't mean I can't have malignant creep as a global upgrade for both factions possibly. Trying to think. Okay how about this. What if I simply created some sort of persistent damage effect that cause damage whenever a unit is within the presence of the new creep tumor unit(similar to what I was trying to do with the gas turret and void gasses)? Maybe its set up so the damage has a range around where the creep would be growing. Going to also try out that splat model idea you suggested. I am not sure which would work out the best yet though.
    4. This is what the Command Center Reactor Looks like in the editor:
    It does not show up attached to the command center. I wonder if I should have used some sort of SOP actor for this instead. I want it to be attached like it is in campaign and have the proper animations. Now you mentioned at tip 5 about the Animation Bracket start. I wonder if that could work for this one. 
    3 and 5 I am going to give a try right now. 
    Edit:
    In regards to 5. Here is what I did:
    No change occurred when, I did this, but I you did say that it needed to go under actor creation, so I wonder if you did not mean to create an entire event. The only other actor creation events I see in this actor deal with creep. I also tried creating an entirely new unit copied from a pylon, but with the model this one uses and nothing happened. This is an actor that I noticed which seems to be what triggers the original one to work called Adun Temple Generator Doodad Work.
    Edit: I got the gas turret working perfectly now, but the nanite turret I am running into an issue with. Its working and applying the buff, but the buff remains permanently even when moving out of range of the nanite turret. How can I get the buff to be removed when moving out of range? As for the animation where I mentioned that I wanted the nanite turret to burrow like the gas turret. Its possible that a similar animation as the gas turret can be used for it I think. They look very closely alike.
    Edit: Oh hell yes! I managed to solve the issue about the command center simply by adding:
    Unitbirth.Command Center
    Create:CommandCenterReactor
    The animations even are working properly. I already know how to add extra scvs to production so this aspect is pretty just only a matter of time before its complete now. 
    So I simply repeated that exact event and everything in it, in the custom version of the model I meant to use the structure for in originally. Worked like a charm. Still needs a death animation, but I am aware how those are done. Heck if I keep improving at this, I might yet be able to solve those complex hydralisk den morphs. So currently as it stands, I still need some help with 2 and 4. 
    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]

    So most of the mod I've been working on is done at the time, but there is still quite bit left to do and I have a time frame of about 1 month or so to before I need to get especially busy with important stuff irl again. I've learned a lot and figured out just about everything I need in order to get this mod done except for the following:

    1. I've been trying to figure out if its possible to create a new type of creep with a new texture. So far I have not seen much information on this suggesting that it is possible, but if it is then I would like to give it a try. 

    2. How would one go about creating malignant creep? I've seen this done in mods before so I know this has to be possible somehow. I tried adding the behavior "Malignant Creep" to "Creep Tumor Queen". It did not seem to work. My suspicion is that I am lacking some sort of damage effect for it, but I am unsure how it would be set up or if certain actors maybe needed, or maybe I am way off. I also wanted to make a different type of creep that  increases the health of zerg structures.

    3. I wanted to know how to create area of effect weapons. When I searched up tutorials, I only found a handful of tutorials and they did not go into this type of weapon. Specifically I want to have weather effects in game that can give buffs to certain units standing within them and harm others. Some Examples:

    I want the gas from this turret to cause harm to biological units.

    The void gases to harm enemies. This one might actually already work. I need to recheck.

    The Nanite Turret, I want to have it heal buildings and mechanical units as well as be able to burrow similar to the gas turret. If it can't or thats too complicated too do though, I am not worried about it.

    And I want to be able to create weather effects such as fog that spread and give certain buffs or debuffs to certain players. I've been trying to familiarize myself with how effects and behaviors work, but its still very new to me.

    4. Adding a Command Center Reactor.  I want to add this as default to all command centers for the mod. Not something that needs to be upgraded to.

    and I made an attempt to do exactly this, but here is my result:

    What I did was I created 2 unit actors. One with the command center reactor simply for the sake of attaching it to the command center. Thing is that 2 health bars show up, it does not look right like the one in campaign, has no animation and morphing animations get buggy. I want it to remain though when transitioning to orbital command and fortress. I am getting better at least. A while ago I would not have even been able to come up with this.

    5. How to get the Adun Generator to show up like seen here:

    What I would like is to be able to use this as a protoss structure, but it looks like the only way to trigger its animation like this is by some sort of actor command. It does not show up in the model files like this. By Default it looks like this:

    And yea. This is much more boring. Despite all this, its not super important that I get this model working as a mainstream structure. If I can't get it working then its fine, but it would be nice.

    -----------------------------------------------------------------------------

    If I can get all of these issues figured out, then its just a matter of getting all the remaining work on the mod done. I'll be sure to credit anyone who helps out with this as the are the more complex issues, I've been putting off for a while and have been struggling to figure out. I'd be greatly appreciative for anyone who can help figure out these issues as I've spent weeks trying to figure out some of these issues. 

     

    Posted in: Data
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    posted a message on [Solved]A few noob questions about various issues.

    In reply to DrSuperEvil:

     Thank you. All of those tips worked out perfectly. Just got so much done on the mod. Greatly appreciated.
    Posted in: Data
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    posted a message on [Solved]A few noob questions about various issues.

    There is a number of small things I am trying to figure out right now and am having no luck searching up information on these since so many results of non related things are showing up. If someone could answer these for me, it would really be appreciated as it would save me a lot of time trying to find out how they are done:

    1. I want to be able to set certain units on my test map to show up as enemies so I can test out of certain behaviors will actually work against them. What I would like to know is a good setup for this and how to flag them as enemy temporarily for testing. 

    2. For brutalisks, I want them to be able to use their air attacking weapon on ground and have a somewhat faster melee animation and attack. The first part is more important though. So far I have not been able to figure out how this is done.

    3. This one is probably ridiculously simple, but I am sure I am not the only one to be slightly confused by it. I want to know how to customize a footprint in specific shapes and what the different colors I've seen under the footprints grid mean. Example: 

    When I clicked on this footprint, part of it disappeared, but I could not figure out how to manually add back the yellow part. I want to know how this is done and when this is switched to placement check, the grid appears purple. What do the different colors mean and how can I create footprint that have irregular shapes like a crescent shape.

    4. I also wondered about this.

    What exactly does this do to models and what does squib stand for?

     

     

     

    Posted in: Data
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    posted a message on [Resuming]How does one Morph a Building/Unit into another building/unit with proper morphing animations. [Project Critical]

    In reply to ksnumedia:

     Well the good news is that I got a lot of the other evolutions fixed. I am fairly certain that there is way to fix this, but I am coming back to it in a bit.
    Posted in: Data
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    posted a message on [Solved]How to change what a Terran drop pod looks like and allow for custom units to appear via Terran drop pod.

    In reply to sc2ggamer:

     Okay so I finally found out what was causing this issue and nipped it in the butt. 
    Each Unit's actor which I am trying to have this drop pod model show up needs this simple event as seen in the picture. I did this and got all of units to drop in with this model properly. Others are bound to run into this issue soon or later, so hopefully this thread my help others in the future.
    Posted in: Data
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    posted a message on [Solved]How to change what a Terran drop pod looks like and allow for custom units to appear via Terran drop pod.

    In reply to DrSuperEvil:

    Let me try again. I seldom duplicate anything, but rather copy from or parent items. Don't recall duplicating any from the effect tree. Maybe I just need to examine this further.
    Posted in: Data
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    posted a message on [Solved]How to change what a Terran drop pod looks like and allow for custom units to appear via Terran drop pod.

    In reply to DrSuperEvil:

     Okay. Here is the problem I am having though. Ever time, I try to set up Merc Drop Model for any unit besides the base campaign mercs, the drop pod just does not show up. There is a delay and the trained unit will come out at the rally point, but with no Drop Pod. Good new though is I did get this working with zerg drop pods and they seem to work universally. Where can I set what items can come by drop pod? There surely must be a reason its not appearing for any other unit except campaign base mercs.
    Posted in: Data
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    posted a message on [Resuming]How does one Morph a Building/Unit into another building/unit with proper morphing animations. [Project Critical]

    In reply to ksnumedia:

    This is also happening with baneling evolution, zergling evolutions, and the creeper swarm host evolution. I'd really love to solve this if possible since I want the experience to be as smooth as possible cause I want this to be a really well done mod. I've had a similar issue like this before with another unit morph I was doing, but managed to solve it because fixing events. Of course thing is that I really don't know exactly what I am doing in regards to events. What I am merely doing is checking examples of things that work and trying to follow them and apply them elsewhere, but I don't really know the fundamentals of how these events must be placed, with what terms and in what order to work.
    Posted in: Data
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    posted a message on [Resuming]How does one Morph a Building/Unit into another building/unit with proper morphing animations. [Project Critical]

    Alright! I feel so proud of myself now. I finally got the custom hydralisk models to morph into their custom lurkers. There is just one problem I am trying to figure out at this point, but I have an idea how this may be fixed. When they are in the process of morphing, custom hydralisk models aren't deleted. They are only deleted after the cocoon finishes. They way I managed to get them to start morphing was with a workaround. 

    Instead of using the normal morphing ability for lurkers, I decided to use the evolution mission morph and it worked. This morph uses Hydralisk as an actor and I tried copying from the hydralisk actor, but the result was buggy. Currently I am using an actor copied from "Hydralisk Lurker". I just need to know how to get rid of that Hydralisk model right when the cocoon starts and the extra progress bar that appears. My suspicion is that some sort of event needs to be performed for this like Ability*finish with sub destroy, but I am not sure about that. Here is a picture of the current events that have been changed in the new Actor for the custom hydralisk mode. This is the one copied from Hydralisk Lurker:

    If any more information is needed just ask.

    Posted in: Data
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    posted a message on [Solved]How to change what a Terran drop pod looks like and allow for custom units to appear via Terran drop pod.

    I am already aware about how to make Terran Drop Pods appear at rallied points however, but however I have run into a slight issue. Terran drop pods are working just fine for merc units, but they aren't working for custom terran units. Any time I try to set the effect merc ground drop to a custom unit, there is a delay and the unit appears, but the drop pod does not appear at all and there is not any sounds of it dropping. I also wanted to know how to change the terran drop pods to look different. I looked under effects, but did not find any sort of link to any models. What I suspect is that there is an actor I am unaware of at the moment that is behind all this. Another question also is about these links:

    Kelmorianmercs. The section where it says Info Charge link and Info Cooldown Link. What do these do and where do I find their sources? How do I create a link like these?

    Posted in: Data
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    posted a message on How would one go about making a Nydus Worm Accessible to allies?

    In reply to Knallertton:

    Wait a minute. That mod was made by Blizzard? Was the Co-Op Commanders PvP Mod also made by them? If so it does not surprising me seeing as some very complicated stuff was achieved in that mod.

    Posted in: Data
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    posted a message on How would one go about making a Nydus Worm Accessible to allies?

    For the mod I am making, I wanted greater Nydus worms to be able to carry non zerg allies as well, but I am not certain if this is possible. I have taken a look at the load ability for the greater nydus network and I am certain what might be able to be done to make nydus worms accessible to allies. It would be quite cool if this was possible, but if it is not able to be done, that is no problem. 

    Posted in: Data
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    posted a message on How does one make a building move to a placeable location(similar to spine crawlers)?

    In reply to DrSuperEvil:

     I'll check back here soon. Just letting you know that I read this. A little busy with other things today.
    Posted in: Data
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    posted a message on [Ask] What happen to SC2Mapster ?

    Yea. I was wondering the same thing. Just letting you know that you aren't alone. It has not bothered me too much. The site still seems just about as usable as before.

    Posted in: General Chat
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