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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    For morphing from gateway Warp gate use Actor event:

    Unit Construction.your unit.Finished

    Validate Unit: Is (your unit)

    AnimPlay Morph Morph, End and set Blend in 0.0

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

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

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

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

     

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

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

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

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

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

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

    EDIT: 

    Few moments. I think I figured it out.

    RE: EDIT:

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

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

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

     

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

     Okay. I understood everything well up until the spawn behavior part. I am not sure where to find this section to assign it to the unit. Same goes with the Hatchery Spawn Larvae behavior. This is something I have been confused about for a while when it comes to setting up behaviors. Would you mind posting a pictures of the places I need to input that information? The pictures below show places that I was looking. 
    Posted in: Data
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    posted a message on [Solved/Cause Unclear]Command Card Buttons Not Showing Up In Game
    Quote from DrSuperEvil >>

    First check the Ability: Commands - State is not set to supressed.

     

    Second check the Show part of any requirements used.

     Alright. How does one check this? I am looking at the unit itself right now under the abilities tab, but I am unsure if I am supposed to go to abilities tab on the overheard interface, in the drop down menu of the unit>abilities tab or if I check the actor.
    Posted in: Data
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    posted a message on [Solved/Cause Unclear]Command Card Buttons Not Showing Up In Game

    Hello everyone. I am somewhat new to mapmaking although I've figured out how to get lots of things done. Meanwhile I am dealing with another issue on hatcheries there is another major issue that I has been problematic ever since I started mapmaking. I am trying to make a separate probe that can build Purifier tech. When I loaded up the probe with all of the purifier structures that I created in data, some of the buttons did not show up in game as seen in the photos. Here are some things to know about this issue and what I have tried:

    1. Before anyone mentions, I have double checked all the abilities and command card buttons to make sure the values are indeed full inserted and pointing to the correct units. All of them all. Simple Command Card is also off.

    2. I have repeatedly tried copying the probe from other probes and even scv+drones to see if it will work. Fails to work fully. Buttons show up randomly. I have also tried duplicating the actual probe and starting anew.

    3. Its seemingly random. I've tried just simple redoing the same exact things I've done and different results have come up. I tried copying from another probe exactly the same way before previously with 2 different sets of buttons showing up.

    4. I've tried disabling hide UI for text under buttons. There is no text to hide from.

    5. I had this same exact problem with Tal'darim units. It was ultimately solved when I copied from a scv to the probe and started adding units. I tried this with unit and it has not worked. I even tried copying from the Tal'darim probe. Did not work for some reason.

    6. I've tried simply deleting and creating new submenus. Result is always the same. 

    7. All of the purifier units I am trying to add are duplicated units of currently existing and working units, but with models changed which is also why I find it hard to understand why all of them won't work.

     

    A few potential suspicions as to why I think problem could be caused:

     

    1. Many of these are campaign units so they could have some sort of requirement or behavior that prevents buttons from showing up. There is a lot of units though and since I am still new I am somewhat unfamiliar about how to alter behaviors and requirements. 

    2. A problem with the XML code.

    3. Some sort of UI issue with the buttons I don't have knowledge yet about how to fix.

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

    I've been trying to figure out this problem for a while now. If someone can help me figure out what is going on here I'd greatly appreciate it. This has been the single most puzzling issue since I've started mapmaking.

     

    EDIT:

    Also note that I am trying to make a multiplayer mod. Also I just found out that all the Tal'darim buttons went back to being broken again!

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

    I am going to give these suggestions a try a bit and see if I can figure out the problem for a bit. I will post stating how it goes.

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

    Its for Multiplayer. The specific object and goal though is to have different types of hatcheries that can each produce different larva rather than globally, but still be qued and spawn larva similar to how is normally done. If I could find out how to change the larva for a specific hatchery rather than globally this would probably solve the problem. I am not trying to have it so that different Zerg players start out with different units though. For example: I have a primal hatchery, regular hatchery and Amon hatchery. For anyone who chooses Zerg, I want them to be able to choose these different hatcheries each with different units associated with them. I could simply do this by just making menus at the hatches themselves, but that feels like it would be half-hazard.

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

    Sounds like you'd want to have a look at the Larva - Morph Unit (Larva -> Basic) ability of the larva to see how it's done and create a new one so you can morph different units from it.

    It seems to be a bit more difficult than this. Here is the thing. The Larva is slowly generated in some manner. When I try to change the larva that applies to the main hatchery the units get changed for every type of hatchery I build even if the hatcheries are different. Currently I am having a look at the larva train actor and larva release. I think they might have something to do with it, but I am still largely unsure.
    Posted in: Data
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    posted a message on [Solved] How can one produce multiple hatcheries with different sets of larva?

    Basically what I am trying to do is have a different hatchery with larva that produces different sets of units. I have already figured out how to make a different hatchery. That was relatively easy, but the larva is an entirely other story. I'd also like to know how to produce larva for Primal Hatcheries and how to alter the larva. After looking through the data editor a bit, my guess is that it has something to do with the larva missile release actions and effects, but I am currently puzzled by this as I am still rather confused as to where I should simply start checking.

    Posted in: Data
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