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    posted a message on A number of questions about Trigger related issues

     

     

    Ah yes. That was a mistake I discovered earlier and fixed. Its now disabled, but the music is still often playing for the wrong player. The music needs to be playing for each player that picked a faction. The way I have music selected for a player is by having a local variable called player_int. 

    Now I think I have this set up in the wrong way somehow. I am not sure. 

     

    Also I have one more question for today if possible. This one is simple I think to someone who would know which is why I am asking now.

     

    1. How to avoid deleting ai with my clear default triggers trigger.

    This is what the cleardefaulttriggers setup looks like. When you taught me about using or conditions I excluded a lot of stuff. Now basically what I need to know, is about how I would exclude a computer owned structure from getting deleted? If I can do this, then basic ai should be finally functional.

     

     

    Posted in: Triggers
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    posted a message on A number of questions about Trigger related issues

     

    Alright. The time has come to start addressing some trigger related issues again. I'll be coming back to the previous UI issues in the future. Not given up, but there is some more important issues at hand. Todays issue is one with a critical problem. First I need to explain something. In the mod I am making there is multiple factions. I use a faction select screen with a timer integer that is automatically reduced by using a repeat wait 1 second action. You can see it here:

    Keep note of Timer =10 and player_int.

     

    So its not a standard built in timer per say. You can see how I have time reduced here. This timer is also displayed as text in the faction screen and once the timer hits zero, melee conditions are enabled, sounds for each faction start and all of the important stuff is done. Now I am facing two core problems here as follows:

    Problem 1: When at least 3 people at playing the game, the wrong music shows up for some players. Everyone is getting the proper bases, but not music. However when 1 or 2 people play the game the music always seems to work fine, but I will admit that more testing is needed to be certain.

    Problem 2: When someone picks a race, all the buttons race selection buttons disabled for that player. Sometimes though the buttons seem to be getting disabled for different players. This almost always happens to the last person who tries to pick a race.

    *It should be noted though that I am not certain yet if these glitches were caused by the map we were playing on and the main file I was using had  ZombieFest(mod compatible) attached. Of course this could have lead to the problem, but I am still not sure yet. What I would like to know is if anyone may have an idea what could be causing the problem here based on these screenshots or if it should be working properly for all purposes.

    This is the start of the action chain. You'll notice its a repeat action.

    The part where the music is created. Covert ops, raiders etc are presets. Obviously this stuff can be hard to tell from an outsider perspective, but I am just hoping there is maybe something I can figure out here. 

    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:

     Okay. The animation is working properly now. There is a new issue that has arisen though. Since I am unable to use morphing abilities at this time, I cannot make a morphing ability to have a command center move to such and such a location. This is the primary flaw with this method of doing this. I wanted to know if there was a way to set things up so a player can't use such and such an ability if within certain range of a mineral line. Or could there be another way of bringing up a unit's unit placement and then having it move to a selected spot without morph abilities? I am trying a number of things right now to see if I can come up with something. 
    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:

    Okay. Just got through clearing up a whole bunch of data related tasks so I can now put more attention to this. I think I understand the part about the unit alias, but would you mind elaborating a bit about how to use an effect as a reference for this? I just don't understand how this part works quite clearly.

     

    Todays questions:

     

    1. [Revisiting] Issues with setting walking animations.

    This is a response to post #218 when we were stalking about how setting walking animations. For starters, when you say the spider mine animation is broken, are you talking about the widow mine model? I am using the widow mine model for this. 

    Basically what I am trying to do is make a stukov-like walker building for Covert Ops. I have this factory attached to a covert ops widow mine model. On Mac, morphing abilities are currently bugged aren't working properly so I am trying to do this all through behaviors. I tried using the term: animationbaselineset>walk. Here is a look at the events setup for this:

    The way I am doing this is that I have a behavior called Terran building no movement that sets the movement speed to zero by default. On unit birth the animation bracket starts to have it burrow then I have a behavior ability that switches off Terran building no movement for the unburrow animation. There is also another behavior that is activated when the behavior ability that switches off Terran building no movement is activated. Now I tried to insert animationbaselinestate>walk under the part where it says behavior.terranbuildingnomovementoff>animationbrakenstop. When I did this, the animation wouldn't even perform to begin with. So I am wondering what might be preventing it from working right. Maybe there is something in the default events that needs be changed?

    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.
    So glad I found out this. A while ago when I was newer, there were many buildings which I would check and uncheck those flags on unsure what they did. I assumed it was something else. I should check older units to make sure these are only checked on the needed ones.
    2. Okay. I will see if I figure this out.
    _____________________________________________________
    3. [Revisting]: The part about beams not shooting right.
    In #206 Part 3, I said that I was having complications getting beams to shoot from the desired location and that I was using an unusual method of getting them shooting. I am going to post some screens of the various components that make up one of these beams:
    The beam actor even section[detail view]
    Beam Actor[Table View]
    Action Actor in Table View
    Site Actor
    From the Skyblade World Purger in the picture I sent you, it is meant to be shooting from the weapon attachment point of the left void ray attached to that thing. Instead it launches from the center. Now one thing occurred to me after going through all this that could be the problem. Since on both of the void ray models used for the sky blade world purger, I am specifying to attach to the weapon, it could be that it is just defaulting to the center cause it does not know which one is meant. This is happening though on some units which don't have multiple attachments like that one.
    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]

    Thank you all for the responses. I am going to be trying these soon. There is a long list of issues that I am trying to do. I do have a few questions for today. Two are related to sounds.

     

    1. How to have a structure count as a base?

    I tried to turn a structure that was copied from a forge into a base. It is almost function properly save for one issue. Since it is not counting as a base, the player is getting revealed the moment the game starts. I tried setting the town hall flag on. Did not change anything. What does the town hall fall do anyway?

     

    2. How to make sounds play in a sequential order?

    This may seem like a no brainer(and it probably is for someone who knows how). I am trying to make the following sounds here play in sequential order and I have the select method set to sequential. However what happens is that one of them is selected at random to be the first one playing then they start playing in sequential order.

    3. What do those sound flags mean?

    In particular, I would like to know what wait, variation fallback, purgable, unique duplicates, stream, avoid ducking during play delay and download mean. I feel like it would be a good idea to know what these do just in case they are very important.

    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. I tried this, but its okay. I managed to figured out another way to get some screenshots taken. If only I could get the editor to reset to default settings again.
    2. Lots of these appeared to be customized achievements. I'll do some more studying to see if I could figure out how its done though.'
    _______________________________________
    Questions for today:
    3. How to have walking animation play when a unit moves?
    I tried making a movable structure that looks like a widow mine. Copied it from the Command Center. Whenever the widow mine starts moving, there is no leg walking animation. I wanted to know how one could get animation to play for a unit while it is moving.
    4. How to have a unit using a specific facing every time it spawns regardless of whether or not it has the turnable flag.
    There are certain units that I want to have the ability to turn, but also to be facing a specific direction every time they spawn. The issue is that the face a random direction each time that they are spawned. The only solution I've found to this so far is removing the turnable flag. I wanted to know if there was a way to prevent this without disabling the turnable flag.
    5. How to set a building as a resource drop off for workers?
    Self explanatory
     
     
    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:

    Been hard at work getting lots of stuff done for the mod. I am still not quite ready to address 3, 4, and 5, but a simple issue has come up which is why I needed to see if you know what is causing this problem. Since I am asking there also another question I had. That makes two questions for today.

     

    1. The side menu with the list of units disappeared.

    When looking at maps there is a location, you can look up units, structures, heroes, characters etc on a side menu normally on the screen to the left. Yesterday I accidentally mashed a few buttons and it disappeared. I tried enabling the "Show UI" options, but this only partiarially fixed it. I am hoping you might know how to renable this menu or if there is a way to set the general settings of the editor back to default without deleting or harming important data.

     

    2. Achievements

     

    I was noticing in the Arcade game"Ultimate Boss Battles" that it awards achievements. When I searched up the trigger "Award Achievement" though, I noticed it says that it only works on Blizzard signed maps. What does this mean and is it possible to get an Achievement system set up for mods?

    Posted in: Data
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    posted a message on [Solved]How to add Transparency to the backgrounds of images?

    In reply to EDHRIANO:

    Thank you so much! I've been trying to figure out how to do for such a while. I tried this out and it works perfectly!

    Posted in: Artist Tavern
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    posted a message on [Solved]How to add Transparency to the backgrounds of images?

    I've been trying to add transparency to the borders of a number of special units that I've made and screen shotted for a mod, but I am not clear on what program to use and how to have the the background transparency set for such. I wondered if anyone could help fill me in on how this is done?

    Posted in: Artist Tavern
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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 and 2 solved.

    3. If there is a data solution to this, I'd definitely be inclined to try that first. Are you suggesting that I create the segments of the caterpillar using create unit effects or just use them as to set up the effects which order them to move? I think I understand the apply force part and sop forward vector, but I need to make more progress on this to see what I am unsure about or really know yet.

     

    My next questions for today:

    4. Complications with Beam based Turrets

    So far every since you have taught me how to specify the site to attack from in order to make weapons shot from an attached turret it has been working fine with just about every unit I've tried it on. However there were just a few units that it is not working on. All of them have one thing in common. They are all beam based weapons with no specific beam actor. All of these beam weapons that have this issue were initially copied from Karax's default beam weapon. They have action actors, but no beams specified since there are no beam actors creating the beams, but model actors instead. Now this could be quite complicated and it might be difficult for you to determine what could be the issue from your standpoint here, but I am trying to figure out what could possibly be the reason why it is not working. I've doubled checked that the action actor has launch for site ticked and the proper site actor specified under launch site. I've also checked the the site actor itself has the proper attachment points specified and correct model actor specified. It would seem like it should be working since it follows the same format of the other ones that are working, but it fails to work.

    5. How to set up site actors for situations in which multiple attachment points or patterns might be needed?

    There is some site actors that I am trying to set up to fire from a set of attachment points that normally patterns would do, but I see no part for specifying patterns here. Just wanted to know how this is done.

     

    For now I think it is just those two questions.

    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:

    2. Going to test this out on maps with doodads on the offside parts of the maps.
    3. Alright. 
    So far, this has fixed 2 weapons with this issue so far. I will be checking the others today.
    6. Good to know. It seems to be working right now.
    _________________________________________________
    New questions for today as follows:
    1. How Set an animation to stop a very specific time?
    In this video, you will notice that this unit is using a greater spire as one of its turret hands that has its animation frozen in place. I wanted to know how one might be able to specific an animation like this so as to have it stopped a specified point for similar results? This could be very useful with making more composite units.
    2. Increasing and decreasing animation speed.
    Similar to question 1, but with regards to animation speed. I may have asked this a while ago, but I think I should be able to understand it now. There was an earlier time which I had absolutely no idea how to get things working with events.
    3. Revisiting the Caterpillar Question
    The Protoss snake demo is I am already using for something else so I cannot just simply alter that to make the doom catacrawler. After some hard thinking, I have decided that I want to go the unit based approach in this with multiple segments that can be destroyed to ultimately destroy the whole unit. I think I understand how to set up a conjoined behavior linking vitals. What I would like is so elaboration what trigger related work I would need to do and how I would get the unit following each unit behind one leading unit.
    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 and 1.1 Going to be trying this soon.
    2. I will elaborate.
    Notice that there is a ground unit moving off the side of this map although it be hard to see. By map side cliffs, I am talking about cliff sides like these that normally would be impossible to walk for ground units.
    Also. What do you mean by preventing the colossus from going MIA? 
    3. Checks out.
    One thing I am not clear about is how to check if the weapon is channeled or not. Is this done on the damage effect or some sort of other part that makes up the weapon?
    4. Fixed
    Turned out that I had helpers disabled which was preventing attachment points from being disabled. Figured out how to change the cutscene terrain as well as disable it.
    5. Good to know.
    My new question for today:
    6. How to prevent attachments from getting glaze, transparency and texture changes from the host? 
    In some instances I want the host only to have a certain glaze, texture of transparency. 
    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. That almost solved the problem. Another one arose. I'll get started with todays questions:

    1. How to specify events to only happen when the behavior is at a specifically targeted unit?

    When I found that actor you specified before, I quickly realize how it was being enabled and turned off. Now the thing I would like to know is how I can specify certain behavior related events to only happen when at a specific unit. I want to do it this way since I'd rather not create separate behaviors for each vespene harvester.

    1.1 How would I go about setting up a Ref?

    Self explanatory.

    2. How to set up a mover for when a unit moves off a map side cliff?

    I have some units which are ground units, but able to move off map side cliffs rather than just simply regular cliff jumping. Similar to jump movers that happen when going offside a regular cliff, is it possible to make one of these for units that go off map side cliffs? Mapside cliffs as in walking into locations that would otherwise be impassable for ground units. 

    2.1 Crawling up and down cliffsides?

    Similar to 2, but what I wanted to know is if it is possible to make units crawl up and down cliffs other than necessarily just jumping? 

    3. For units that I have firing multiple weapons, some seem to be getting canceled out despite the lack of backswing.

    An example is this unit. It uses a weapon for its turret that has copied from Karax's beam weapon, then adjusted and a standard reaver attack with adjusted stats. Currently there are just those two types of weapons on it. For whatever reason, the weapons will sometimes fire each in different order, but are sometimes getting canceled out. Both weapons don't have any backswing and exactly the same range.

    4. [Important] Attachment points in the editor aren't showing up.

    Earlier I did something where I accidentally pressed a bunch of keys in the keyboard, then a bunch of settings were changed. The default terrain shown in the cutscene editor changed, a whole bunch of help fields came up and the attachment points stopped showing up. Now I made absolutely sure to check that attachment points was checked under render>geometry+Attachments points. For whatever reason, they just aren't showing up anyway. Weirdly they aren't showing up even when I start a new map or restart the computer. This doesn't seem like an error, but it feels like I accidentally started some settings that I did not want up.

    5. What does backswing and damage point do?

    I have seen this under weapons fields. Not sure what they do. 

     

    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:

    Yes. I clearly understand it now. You explained how to get turrets to turn in an earlier post. I've tried the method that you have suggest and it has been working great. My next questions for today are as follows:
    1. How to change the offset of minerals carried by workers?
    For some factions I decided to use a different worker and the mineral in some cases is being carried in a less than ideal location. I just wanted to know how this is properly offset?
    For now I think this is the only question. Mean while I am trying to get the remained of the special units done and their weapons.
    Posted in: Data
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