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    posted a message on [Solved] Issues/answers; Resizing Selection Circle, Changing Direction of a model, Resizing models and Clear Buildings.

    Okay. Thank you very much so far! 1, 2 and 4 worked just right, but I've run into an issue with 3. This is what appears when I check both the model scaling fields and art scaling field o the actor.

    On Model

    On Actor

    Its just blank and does not let you input anything. It shows up like this for every other model I've checked in the editor so I wondered if I am doing something wrong or checking the right place. Also if you don't mind I have just one more question since its very closely related. 

    How to change the x,y,z location of a Model.

    I don't have a proper picture of this one at the moment, because the structure is temporarily disabled, but some structures I am using were environment doodads and I am trying to repurpose them as training structures. Result is that some of them are very offset. One in particular shows up sunk into the ground when you try to use it. I wanted to know how to alter this so its positioned correctly in game. Thanks for the help so far though. I will credit you when its released and let you know when. Its going to be a pretty cool mod.

    Posted in: Data
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    posted a message on [Solved] Issues/answers; Resizing Selection Circle, Changing Direction of a model, Resizing models and Clear Buildings.

    So I am close to getting all the structures done for the mod I am working on, but I have a number of issues that I have been saving for later that have I am unsure how to fix. Some of these are probably really easy, but I have a lot to learn yet. The issues are as follows:

    Wrong Angled Infested Buildings

    For starters. In my mod, I want people to be able to use Stukov's Infested Structures. I copied all of these from the hatchery and did not alter any events whatsoever, but I changed the models. All of them are facing forward like this. I wondered how I would get them to face at an angle like regular Terran models. Or I wonder if I should just copy them from something else. 

    Selection Circles Need Resizing. 

    On Many models such as this Greater Nydus Worm I need to know how to resize the Selection Circle to fit the structure. I am also finding a number of situations where Drones cannot be selected when near one of these custom models. I wanted to know how to fix that as well if possible.

    Some Models too large. Some models too small

    I would like to know if there is a way to resize models and what else I might need to adjust as a result of them being larger or smaller. In this case I want to make the Primal Hive much bigger and the Primal Larvae smaller.

    How to make Units have an appearance behind Structures

    Many Units have sort of a silouette when they go behind Objects. I wanted to know how this is applied to Units. It cannot be seen in this picture, but there is a infested scv, behind the blue void shard. Ps: Anyone who helps me get this figured out will get credited when the Mod Ground Unit Battles is released since these are very important things to get fixed.

    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]

    Problem 1: Lurker Den showing up too Early During Morphing Sequence

     

    Okay so here is what I am trying to do. I am using some Custom models for a Hydralisk den and I want it to morph into an Lurker Den with a different model. I finally go the custom lurker den model to show up after the morph button is pressed.  However problem is that the lurker den shows up 15% of the way into the buildings progression and then switches the direction its facing towards the end. The Hydralisk Den Custom model works just fine, but the Lurker den model simply shows up to early. I copied both the actor and unit from the campaign version of the Lurker. 

    Problem 2. Custom Hydralisks are not switching to their Custom Lurker Model.

     

    The Custom Hydralisk Model will change to the Lurker with its weapon and stats, but the model will not. I copied both the actor and unit for these from Hydralisk - Morphs to Lurker. When I tried to alter all the events for to fit the name of the new units, I just got lots of overlapping models of the same one.

     

    Other important information to know:

    1. I am using a mod with campaign data, have the latest version of the Mac editor.

    2. I used this guide to help me with Morphing the Buildings, but it does not help with Morphing Animations.

    https://www.sc2mapster.com/forums/resources/tutorials/179185-data-morphing-units

    3. I did not touch the Lurker Den build or Hydralisk den Build, or unit construction events whatsoever. 

    4. Both hydralisk and the hydralisk den have Morphing abilities copied from the original.

    5. I was sure to check the command card.

    6. The pictures show which events I altered. Currently I only have some events altered in the Custom Hydralisk Den and Custom Lurker Den. The Custom Hydralisk also remains the same in events except that its model is changed and there are morphing abilities.

    7. Some help with this is really needed right now in figuring this out. I've been at this for days and have not figured out a seamless solution. If anyone can help me figure this out they will be credited when The Ground Unit Battles Mod is released. If all goes well the mod, will be done within a month or 2.

    Altered Hydralisk Den Events(All in view that have been touched) All the ones you see with AmonsLurkerDen have been touched. Everything else is the same.

    Lurker Den Altered Events. As before. All the ones with Amon's Lurker Den have been touched, but other are the same as in the original.

    What happens when I try to Morph a Custom Hydralisk Den to Custom Lurker Den:

    Towards the end of the Morphing, it switches to face the direction of a regular Lurker Den. At least its showing up, but I would prefer it to have the regular Hydralisk Den to Lurker Den Animation.

    Posted in: Data
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    posted a message on [Solved] Noob Question. Requirements for Buildings. How is this done?

    In reply to ksnumedia:

    P.S. Don't confuse Requirements with Requirement Nodes. Nodes are specific items under a Requirement, such as one for mutating Brood Lords, where you can change its tech tree prerequisites. I'm not sure what exactly you're trying to do with the Hydralisk Den, but depending on what you're trying to achieve here, Nodes may be the best thing to edit as opposed to the whole requirement.

     

    Ah! Thank you. This is exactly what I did wrong. I confused requirement nodes with regular ones. The problem has ben fixed. Now I just have to figure out now to get the hydralisk den and hydralisks to morph properly.

    Posted in: Data
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    posted a message on [Solved] Noob Question. Requirements for Buildings. How is this done?

    This is probably not too hard, but when I tried to add a custom requirement for a hydralisk den, I found myself very confused very quickly. The type of requirements specifically that I am looking for are requirements that prevent certain units from doing things until a certain buildings is present. This needs to be done with some custom units and mods so I cannot just use remade requirements.

    Posted in: Data
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    posted a message on Tal'darim warp gate, robotics facility and stargate and Adun generator. How are these activated in files?

    In reply to EDHRIANO:

     Yes. I am currently in the process of working on a really awesome mod for custom games. Don't want to reveal it yet. I'd say I am about half way through it, but what bugs me most is running into dead ends where I have absolutely no clue what the issue could be. However I absolutely love a good challenge. Map editing for me is like trying to solve a huge complex puzzle. I'll see what I can do about those Tal'darim units.
    Posted in: Data
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    posted a message on Tal'darim warp gate, robotics facility and stargate and Adun generator. How are these activated in files?

    Ah silly me. I looked at the first one and thought. Well I thought I checked all of those previously. Still got a lot to learn. What I still don't quite follow though is how does one get those models to appear. Are they bundled? I looked at them and all I saw was the unwarped Tal'darim base. Is the warp version supposed to be triggered by an event?

    Posted in: Data
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    posted a message on Tal'darim warp gate, robotics facility and stargate and Adun generator. How are these activated in files?

    In reply to EDHRIANO:

     Thank you, but what I meant was the transition to Tal'darim Warp gate, robotics warp and Stargate warp. I've looked in the files, and they don't seem to appear, but I have seen these in co-op and used by some other modders. This is why I am double checking. Maybe I am missing something to this. I also cannot seem to find that Aiur Temple Adun Generator. I found it a bit strange since it does not seem to be listed in the files, but yet shows up on the doodads index.
    Posted in: Data
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    posted a message on Tal'darim warp gate, robotics facility and stargate and Adun generator. How are these activated in files?

    So alright. This is one of the things I've been putting off for a while, but I knew I'd need to confront this soon or later if I wanted to finish this mod. I wanted to add Tal'darim units for a mod I am making and am trying to find the warp versions of each of these, yet they seem nowhere to be found. I've seen them used in other mods before so my guess was that they are in the files somewhere yet I have not found them. Now there is always the possibly that they were custom made, but the ones I was looking at look the same as done in co-op. I worried maybe I was missing the right dependency files or something like that, but I am using the most recent editor in the most recent patch and I do have LOTV purchased. Another issue I am running into is that I wanted to add the item as a structure in the picture below. It shows up as a prop called Aiur Temple Adun Generator Work, but I cannot find the actual model for this thing in the files. So I am wondering how this model could be working if it does not even show up in the files. Also if anyone knows what files I need to get the Tal'darim warp versions of gateway, stargate and robotics facility, that would be great.

    Posted in: Data
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    posted a message on [Fixed]It seems the SC2 Editor is currently broken for Mac users.

    In reply to houndofbaskerville:

    Yea. That sounds like absolute BS. I really hope blizzard steps up to the matter and deals with this. I could see that getting very annoying fast.
    Posted in: General Chat
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    posted a message on I think it is quite sad how things turned out.

    Stuff like this is scary. Seems like this person had many dreams and passions that were shattered due to false promises and lack of simply basic real life resources. Although that being said. Working for Blizzard might not be as pleasant as it seems. They are likely to be very demanding of their workers. For me it would likely feel just like what it is: A job. 

    Posted in: General Chat
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    posted a message on [Update]Having some trouble figuring out how to spawn units for Infested Stukov buildings.

    Basically in the mod I am making, I am trying to allow the player to play as the co-op version of Stukov with infested units. I want units to spawn like they do co-op as well, but so far I am very lost. I am mainly just struggling with creating spawnable eggs with units that can be trained at various buildings, but I have the structures up and working. Also I need to know exactly how I would make Stukov structures begin to allow more spawning over units similar to how larva appears for most zerg over time, but Infested Stukov command centers don't spawn Larva. The eggs just appear as one tries to train units and space for units opens up over time. 

    EDIT: Adding more information to this post. I created a missile weapon item for the command center, however I cannot figure out how to add this item it.

    Posted in: Data
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    posted a message on [Solved]Hows does one make a trainable unit finish by drop pod?
    Quote from DrSuperEvil >>

    Under the train ability you need to set the Ability: Info - Location field to Rally so units spawn at the rally point. Then add to the Ability: Info - Effect field one of the Drop Train (Set) effects since those are already linked to all the necessary actors. The effect tree is usually a Set effect that applies the precursor buff and uses a Create Persistent effect that acts as a delay for the actors which are created when the persistent starts. When the persistent expires another Set effect is used to remove the precursor and use a Modify Unit effect to get the unit to move to the rally point.

     Ah. Thank you very much DrSuperEvil. That worked perfectly.
    Posted in: Data
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    posted a message on [Solved]Hows does one make a trainable unit finish by drop pod?

    I am trying to make it so that the player can select a location for a new unit they are training to drop in, and then they will come to that location in drop pod like mercs do in WOL from Merc compounds. This is something that I'd like to do for both Zerg and Terran, but I am unsure how at the time. If anyone would be able to help me figure this out, that would be great. Would save a lot of time.

    Posted in: Data
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    posted a message on [Solved]How to cause Terran Structures to automatically start burning after floating for 30 seconds and explode after one minute

    In reply to DrSuperEvil:

     Global warning text. Does not have to be anything fancy either. I am basically just thinking say for example a text that appears by the side of the screen saying"Structure will start burning or explode if you don't land soon". This may be kinda necessary since people new to the mod may not know this happens right off that bat.
    Posted in: Data
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