In reply to DrSuperEvil:
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Jan 26, 2018sc2ggamer posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data1. 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 ViewSite ActorFrom 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.
Jan 24, 2018sc2ggamer posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data
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.
Jan 23, 2018sc2ggamer posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data
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
Jan 21, 2018Posted in: Data
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.
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?
Jan 17, 2018sc2ggamer posted a message on [Solved]How to add Transparency to the backgrounds of images?Posted in: Artist Tavern
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!
Jan 15, 2018sc2ggamer posted a message on [Solved]How to add Transparency to the backgrounds of images?Posted in: Artist Tavern
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?
Jan 13, 2018Posted in: Data
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.
Jan 12, 2018Posted in: Data
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 QuestionThe 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.
Jan 11, 2018Posted in: Data
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. FixedTurned 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.
Jan 10, 2018Posted in: Data
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?
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.
Jan 9, 2018Posted in: Data
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.
Jan 7, 2018Posted in: Data
2. Going to be looking into this again soon.
I am a bit late today. Very busy day. Hopefully not to let for a few questions. Here are my questions for today.
3. How to turn attached models to face the direction that its host model moves slowly.
Kind of in a way like colossi turn their heads slowly when selecting a different location to turn. You can see in the picture what I would like to do. The host model, I also want to figet facing different randomized directions within a 135 degrees of the direction its facing or so.
*Also. Thought it would be worth mentioning that when I started trying that advice you have me to how to have weapons shoot from attachment points on attached models it started working for just about every single weapon I've tried it on just perfectly. For some reason it is not working right in that one specific situation which is why I will need to check everything meticulously to see if I can find out something wrong with it first.
Jan 6, 2018Posted in: Data
In reply to DrSuperEvil:
1. Yes. I tried this again, but this time adding an axis tweak a tiny a bit and it worked perfectly.
2. Understanding X,Y,Z.
So that is what those fields do. That makes things somewhat more clear. Something I am not clear on though is how I would understand what directions points such and such a direction in relation to the model to start with. I was having a look at models for rotation specs. I see a blue, green and red circle in the field for rotation. Which x,y and z planes do these colors represent for one thing? Maybe I am going about understanding this the wrong way.
3 and 4.[Solved]
For now I don't really have any other questions. I am mostly trying to get a number of special composite units with attachments done. Today I am going to be seeing if I can understand how texture changing is done. I am also having some trouble with this other unit.
This unit requires some work with explicit rotations since I am trying to get the top of the docking bay model facing forward. I've already asked about explicit rotations of course. If you have any other information that you think could help me get this figured out, that would be great.
Jan 5, 2018Posted in: Data
In reply to DrSuperEvil:1. Alright.If this is a rare problem, then I guess a different choice of model shouldn't be much an issue. I am sure I can figure out a good replacement for that one.2. [Solved]I remember said that and I knew it was going to become an issue soon or later, but I just was not quite clear when. What do up vectors do once again? Now that I've seen how important they are in situations like this.3. The first 1 and 2 checks are done. The last one I will be trying soon.3.1. What I mean by that is that hosted model says in a completely fixed position while the hosting model will move and fidget without moving the hosted model with it. If this does require a reference set of actions to re-establish the host subject, I am will need some explanation on how this is done since I have not done this before myself.4. How to get structures to move?One new question I have for today is about making movable structure. I tried setting the acceleration to 1000 and movement speed of one structure to 3. It did not move. The structure that I was trying to get moving for starters was a command center. I am assuming there is probably something in flags that needs to be toggled which I am not aware of or maybe some sort of ability needed or required to remove. Not sure about this.EDIT:Update: The Rotator trick worked for 1 and 3 and just about every model so far that has been having this issue. Turns out all I needed to do was make one small weak rotator and it started fixing the problem with no issues.
Jan 5, 2018Posted in: Data
In reply to DrSuperEvil:
1. So I gather this. To prevent that issue from happening, the model needs to be force updated somehow without it being affected in a bad way. Maybe there is a work around in such situation in which the 0 speed rotation method won't work? There is a number of other models I am having similar issues with, but I've yet to try the zero rotation trick. I think you mentioned some sort of method about that in one of the messages you sent me.
5. Alright. Its seems to be working now.
2. Purifier Mothership Attached to dragoon flipping upside down randomly
The unit below I called an Interstellar World Purifier. I have a purifier mothership from the warchest attached to the Hammer107's Purifier Eradas Dragoon as seen here:
This is how it is supposed to look like. The moment that the dragoon hosting it starts working, here is what happens:
It flips upside down. Now here is a picture of the SOPs that I am using. Both of them are default and core.
Those are on the model actor that creators the mothership. The dragoon does the walking.
This shows the dragon's attachment points. You'll notice that the attachment point for weapon points backwards. That is why I used sop90 to have it face up.
3. Certain units' attached models won't follow them when morphing.
Right here I have what I call a shadow host. I attached some thorns to the weapon03 attachment weapon of the host model to give it a more menacing look. When it burrows, the model will not follow it into burrowing though. While it stands still, the model also doesn't follow it either. When I tried this with the exact same model, same attachment point, but used a spore crawler instead, it worked perfectly. I wonder why its not working with this model right. More importantly, what can be done to fix this? Also there aren't any other Sops used along with this. Just Sopattachweapon03. This is also happening with lots of other models. I figure once I learn how to get it this one fixed, I will be able to solve the others.
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