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

    "CActorAction[LeonAttack] Can only create one CActor Action per effect [PunisherGrenadesLM]"

    "CActorAction[MarauderAttack] Data configuration error; ActionImpact message arrived before [58 c] CActorAction[MarauderAttack] commenced."

    "CActorAction[MarauderAttack] Data configuration error; ActionImpactPhysics arrived before [58 c] CActorAction[MarauderAttack] commenced."

     

    In-game, when the default marauder of the custom marauder Leon start attacking, It's just these errors over and over again with no sound and incorrect animations and launch points.

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

    Up in the original post you can see in the picture titled "LeonEvents" how I have the actor events set up.  Art:Beam is set to the default parent value. Art: Missile is also set to use the default value copied from the original marauder. You can see how I have it set up in "LeonLaunchMissile" for the effect and you can see how I have the attack actor set up in "LeonAttackActor" both in the first post. In a later post you can see that I changed the effectLaunch field on the bottom right to correspond with the ID of my custom launch missile entry (which I had to type in manually).

     

    The biggest thing for me right now is getting the sounds to work, and I have no idea how the custom attack actor is set up that disables sound on the default marauder as well (even though I have touched nothing on it). Also, in-game, it gives me  "cActor events" errors about Leon and the Marauder saying it can only create one actor or something.

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

    Tech level? What does that mean in terms of the editor?

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

    The art:beam was there by default (even in a default map that the editor opens) for the marauder.  I set it to blank but the whole problem with the missile launching from the model origin and hugging the ground still occurs.  Unfortunately I can't upload more screenshots to show you.

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

    They are launching from between the feet, yes, as well as hugging the ground even when over a cliff. And I did change the action actor to use the custom launch missile effect.

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

    I have found it! Sorry, I've just never heard of this section of the data editor before. Though I also realize that creating an Attack actor copied off the marauder breaks the vanilla marauder's attacks as well (no sound, grenades only coming from one side, etc). I created a new Attach method and applied it thusly, but in testing, there is still no sound (and there are still incorrect launch points of the missiles) from either my custom marauder or my vanilla marauder.

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

    Which one of these do I select? Because Attach Method isn't an option.

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

    So I will need to create my own data entry of "pattern" type (like I would an actor or unit) and copy it from the marauder's pattern so I can assign the effect to it without affecting the default marauder?

     

    EDIT: I guess that isn't a thing. Anyways, is this what you're referring to when you say "Pattern type attach method"?

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

    Based on the screenshots provided, did I find the Attach methods in the right place?

     

    You mean the entry I called "Leon Launch Missile"? I provided screenshots already to show how I've set it up. 

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

    Could you provide screenshots marking the fields I need to alter and where? Because I cannot find what you mean by "Attach Method", "Pattern" type or the "Basic: Driver" field on the action actor.

     

    The impact map is set up exactly the same as the default marauder.

     

    What do you mean by "check the effect being used to create the actor"?

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

    Here are the other 3 entries for the Model, Unit, and Weapon

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

    There seem to be no clear guide as to how to do this properly, and I end up with either the custom marauder doing the correct animations but no sound, or no sounds or animations at all. And in all instances, the attacks always come from one side or from the center of the marauder.

     

    Here is how I have this set up in the data editor. What's really irking me is that I can NOT get the launch and impact sound effects to attach to the unit no matter what I do. I already know I need to go into the actor's events and modify them to specify my custom weapon for attack animations, but for the life of me I can't figure out why there is no sound and the missiles are launching from the wrong place(s).

     

    Leon's Model

     

     

    Posted in: Data
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    posted a message on Check Custom Variant Value in trigger?

    So you can see I did make the variants, but how, in the conditions, do I check which one is selected in the game lobby? Short, Medium, Long. Because I don't have any option for game variant in the attribute values drop-down menu in the Value 2 of the condition. And in value 1, what attribute do I select from that dropdown menu? I assume it's game mode but it doesn't seem to give the option to check for custom game variants.

    Posted in: Triggers
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    posted a message on Check Custom Variant Value in trigger?

    Is that possible? I created custom game variants in Map -> Game Variants. And I want to check which variant is selected because it will affect where the players start.

     

    How do I do this? I don't even know where to start.

     

    EDIT: In the meantime, since there are 3 variants, I'm simply using an additional, unused, Neutral Player and using that player's race to affect how the game starts. But I'd definitely rather try to check my custom game variants since that would be more elegant.

    Posted in: Triggers
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    posted a message on Publishing is not enabled

    I'm having this error now as well. Exact same problem where it says "publishing is not enabled" in the path while it fails at "transmitting data file". In the attached image, it's the same map I'm trying to publish.

     

     

    Posted in: Galaxy Editor Bugs and Feedback
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