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    posted a message on [Solved] Veterancy Check Level in Data Editor (Then Replacing Unit)

    There is no Ability: Info - Sections - Effects field in the morph.

     

    Also, the wiki you provided doesn't provide any new information about this particular situation.

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    posted a message on [Solved] Veterancy Check Level in Data Editor (Then Replacing Unit)

    No, the unit takes on the stats, but does not actually MORPH into the new unit (as in, visually).

     

    Which veterancy behavior would I select for the modify unit effect? The one for the Swarm Queen or the one for the Larva?

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    posted a message on [Solved] Veterancy Check Level in Data Editor (Then Replacing Unit)

    Where would I find this "Modify Unit" effect and how would I apply it in the current state of how things are set up based on my screenshots?

     

    Also, we still haven't solved how to make the unit morph. 

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    posted a message on [Solved] Veterancy Check Level in Data Editor (Then Replacing Unit)

    Not silly at all! The more documentation the better for anyone else who may want to do this in the future.

     

    Transient was NOT enabled. Also ignore food and unit cost were all disabled as well.

     

    Edit: Changing those flags to be checked causes the larva to acquire the stats of the Swarm Queen it's supposed to morph into, BUT, it starts it back at level 0 (I could probably "fix" this by making the Swarm Queen START at level 5 by making all previous levels only require 0 experience, right?) and the unit does not morph.

    Posted in: Data
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    posted a message on [Solved] Veterancy Check Level in Data Editor (Then Replacing Unit)

    I did so, however, the buff ends up being applied at level 4? And the unit does NOT automatically transform if I remove the validator.

     

    EDIT: This is a link to the screenshots. https://imgur.com/a/BY1ee

     

    Not included: The buff set-up.

     

    EDIT 2: If I change the validator value to 1 higher then it applies the buff at the correct level. Apparently it's not counting the actual level value but how many times the level changes, and since it "levels up" from 0, that counts as 1 to the game, I guess.

    Posted in: Data
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    posted a message on [Solved] Veterancy Check Level in Data Editor (Then Replacing Unit)

    I've followed your instructions exactly but it doesn't work. The larva hits level 5 and nothing happens. Do both the origin unit (the Larva) and the desired unit (the Queen) need to have the same ability? I have screenshots but I need to know if it's okay to link to imgur or something so you can see them since I can't upload any more here.

     

    EDIT: Or does there need to be something in the command card of the larva?

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    posted a message on [Solved] Veterancy Check Level in Data Editor (Then Replacing Unit)

    Would I use the default parent value? (CAbilMorph)

     

    EDIT: And would I copy the ability from anything?

     

    EDIT 2: How do I make an ability automatic? How do I create that validator? Sorry  I have so many questions. (I found in the flags of the morph ability there's an "automatic" flag, I hope that's it. And I created a validator, but which fields do I have to fill out and which can I leave blank? So far I haven't changed "Validator: Other Unit, Validator: Result - Failure, Validator: Unit, Validator: Failure Result, Validator: Ignore While Channeling" from the default)

     

    Posted in: Data
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    posted a message on [Solved] Veterancy Check Level in Data Editor (Then Replacing Unit)

    Basically, I have a Larva hero that, when it hits a certain level, I want it to play a sound effect and the swarm queen birth animation. I have the actors ready, and they will play properly whenever the hero changes level, but how do I make it happen ONLY on a certain level and then replace the unit with a different one and keep the veterancy experience?

     

    Or is this not possible in the data editor and needs to be done through triggers? I'd provide screenshots but I've hit my screenshot limit on this website.

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    posted a message on [Semi-resolved] How to create a marauder from scratch?

    I guess this is impossible to get perfect (unless someone wants to make a tutorial?).

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    posted a message on [Semi-resolved] How to create a marauder from scratch?

    This is odd... When copying the marauder actor, the "Abil.attack.Readystart" event doesn't show up on the new actor copying it. I have tried adding it manually but it seems to have no effect.

     

    Also, apparently the Mengsk and Merc marauders don't have that event.

    Posted in: Data
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    posted a message on [Semi-resolved] How to create a marauder from scratch?

    You mean the event that says "ActorCreation" and below it says "StatusSet WeaponNext 0"?

    Posted in: Data
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    posted a message on [Semi-resolved] How to create a marauder from scratch?

    Are they the actor events that say "Effect.[Launch Missile].Start"? Because I have changed them to my custom launch missile effect. However, the animations play in a stilted manner that I described earlier.

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    posted a message on [Semi-resolved] How to create a marauder from scratch?

    Yes, I have changed that to refer to my custom launch missile effect. I have figured out the sound and missile launch problems (the problem lay with not creating a new unique entry for every single effect in the custom marauder's "set" in effects).

     

    My issue now is, how do I make the animations work more like the regular marauder? In that the marauder kind of takes a ready stance and readies the next arm it's going to fire from? Because I've gone into the custom marauder's actor events and changed all references to "punisher grenades" to my custom launch missile effect (again, I'm sorry I can't provide a screenshot) but the most this does is have the custom marauder often firing off a shot but the wrong arm is prepared and the moment the missile is launched, it assumes its default standing position.

    Posted in: Data
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    posted a message on [Semi-resolved] How to create a marauder from scratch?

    I FIGURED OUT THE SOUND AND ERROR PROBLEMS

     

    Apparently, if I don't make custom entries for the Slow Effect and the Damage AoE in the Custom Marauder Attack Set (they can all be copied and unchanged), then it will cause those errors. I thought that those entries would be irrelevant, but they're absolutely relevant and necessary to making the sounds work and the attacks work without throwing errors. I wish I could provide a screenshot.

     

    EDIT: This also fixes the issue of the grenades being stuck to the ground and launching only from one side and not from between the unit's feet. I'll post an update if after I change the Actor events to refer to my custom weapon to say if it all works perfectly.

     

    EDIT 2: The animations are a bit jerky. The custom marauder doesn't take the "prepared" stance like a normal marauder does and kind of only raises his left arm to shoot (even though the grenades are launching from the proper sides and alternating correctly).

     

    EDIT 3: How could I fix the animation being a little awkward/stiff and it not doing the ready animation like the regular marauder?

    Posted in: Data
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    posted a message on [Semi-resolved] How to create a marauder from scratch?

    The entries are just default, so why does this error only occur when I create a new Attack Actor copied from the marauder attack actor and affect them both? If I delete the new attack actor then the default marauder (even though it has entries in both the missile and beam entries) starts working properly again.

     

    I've also tried setting the art:beam to blank and creating a whole new missile for the custom attack actor but neither option has worked.

    Posted in: Data
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