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    posted a message on Custom Functions

    1. Only returns the owner of the first unit in a unit group

     Hi, it works on my map as attached regardless of the unit index in the unit group. See the trigger -> Squadron Strike Cooldown Reset under the File Bomber Precision Strike in the map as attached. Also, use the Squadron Strike Ability from the Orbital Command and see that the strike platform group cooldown works as intended for player 1 (Owner of the Strike Platform Unit Group). 

     

    Did you save the Unit Group Variable (Global) as a string in the Save Unit Group in the Data Table action?, then use it as a parameter for the Function?.

     

    and assumes the unit group is made of units belonging to only one player.

     Yes. That is working as intended.

    Posted in: Triggers
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    posted a message on Custom Functions

    Hi, guys,

     

    Below are some of the custom functions which I think might be helpful. I do hope that others will also post in this thread if they do find any other useful functions.

     

    1. Owner of Unit Group

        Options : Functions

        Return Type : Integer

        Parameter : -> Unit Group = (Name from the Global data table)

        Hint Text : Used in Conjunction with Save Unit Group in the data table. Returns the Owner of the Unit Group.

        Action : 

        Unit Group - Pick Each Unit in Unit Group[Parameter] and do Actions

           -> Actions

              General - Return (Owner of (Picked Unit))

        General - Return 0

     

    2. Get Unit Closest to Unit Group with less than Distance

        Options : Function

        Return Type : Unit

        Parameters : Unit = Triggering Unit

                                Unit Group = Empty Unit Group

                                Distance = 0.0

        Hint : This function addresses the Unit from Unit Group that is closest to the triggering unit/main unit with distance of

        less than.

        Actions :-

        If then Else Conditions

            If

            -> Distance between (Position of Unit [Parameter]) and Position of (Closest Unit to (Position of Unit [Parameter]) in

                 Unit Group [Parameter]))) < Distance [Parameter]

            Then

            -> Return (Closest Unit to (Position of Unit [Parameter]) in Unit Group [Parameter])

     

        -> Return No Unit [Preset]

     

    3. Get Created Unit/Magazine Unit from Arm Magazine Ability

        Options : Function

        Return Type : Unit

        Parameters : Ability = No Game Link

        Hint : This function addresses the created unit from the arm magazine ability.

        Used in conjunction with Unit Is Created event.

        Actions:-

        If Then Else Conditions

            If

            -> (Ability that created unit) == Ability [Parameter]

            Then

            -> Return (Created unit)

     

        -> Return No Unit [Preset]

     

    4. Get Magazine Ammo Unit from Unit Effect

        Options : Function

        Return Type : Unit

        Hint : This function addresses the magazine unit from unit.

        Used in conjunction with Effect Used event.

        Actions:-

        Return (Triggering Effect Unit(Target))

     

    5. Return Search Area Effect From Unit On Straight Line Points

        Options : Action

        Return Type : None

        Parameters : 

           -> Effect = No Game Link

           -> Unit = No Unit

           -> Point = No Point

        Grammar Text : Return Search Area Effect (Effect) From Unit (Unit) To Point (Point)

        Local Variables :

           -> Points Array = ((Position of Unit) offset by 500.0 towards (Angle from (Position of Unit) to Point) degrees) <Point[125]>

           -> i = 0

        Actions :

           General - For Each Integer i from 1 to 125 with increment 1, do (Actions)

              Actions

                 Variable - Set Points Array[i] = ((Position of Unit) offset by (i * 4.0) towards (Angle from (Position of Unit) to Point) degrees)

                 Environment - Execute Effect at Points Array[i] from Unit

           

     

    Thanks.

     

     

    Posted in: Triggers
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    posted a message on HotS and LotV Dependencies

    In reply to g79nukedpenguin:

     

    Hi,

     

    Please try Scan and Repair in the Battle.Net Launcher. It will fix corrupted files or patches.

     

    Patch 4.9.3 addressed the Swarm and LOTV dependencies issue, so it shouldn't be a problem.

    Posted in: Data
  • 0

    posted a message on A question about projects.

    One more question,

     

    I just added a project and it stated that it was under review. Roughly, how long is the review process? 

     

    A bit curious to know.

     

    Thanks.

    Posted in: General Chat
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    posted a message on So the editor seems broken now? Anyone know workaround

    In reply to bilxor:

     

    Hi, William here,

     

    If you have troubles loading Swarm and LOTV dependencies, I suggest that you try Scan and Repair. 

     

    Patch 4.9.3 addressed the Swarm and LOTV dependencies log-in issues.

     

    Thanks.

    Posted in: General Chat
  • 0.93801107887101

    posted a message on Complications with imported Wow Model

    In reply to sc2ggamer:

     Perhaps all I need to do is change the direction of the model in blender
    I suppose you want to keep the model to its default facing. The best method is to re-import and start a new Blender file. Try not to click the LMB or Left Mouse Button anywhere on the screen because doing so will set a new offset away from the model which makes it hard to rotate or animate. Use the mouse scroll to change the direction of your view or to zoom in or out. And click the RMB or Right Mouse Button to select the mesh in object mode or the bones in pose mode.
    In any case, if you wish to rotate the model in Blender, right-click on it, press R then either Z (Z-axis), or Y (Y-axis), or X(X-axis) then specify the degrees of rotation in order to change the facing of the model.
    To select the model in the cutscene editor, simply left-click the model that you have added. To view its model properties, right click on the model, then choose Model Data to view its bones, materials, animations etc. However, having said that, did you happen to delete parts of the model because otherwise, the materials and textures of the model will show, and not just a 'blackish' model or how should I put it as shown in your post as of the above.
    Posted in: Artist Tavern
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    posted a message on Animations getting deleted when Exporting M3

    Then which Blender m3addon plugin did you use? Is it the Flo plugin? Just curious by the way. There are a few m3addon plugin version for Blender and the one which works for both importing and exporting .m3 models is currently the Flo's version.

     

    One more thing you need to know is you need to set the Frame Rate to 30 fps under Render or else, the animations won't work.

    Posted in: Artist Tavern
  • 0

    posted a message on Animations getting deleted when Exporting M3

    Hi, sc2ggamer,

     

    The animations might still be there. When you have imported back the modified model with animations back to the SC2 Editor, you need to open up the Cutscene Editor under Modules.

     

    Then, locate the file which you have imported under Cutscene (usually under Files -> Assets), then Add the .m3 file to preview the model.

     

    Next, you will notice the blue bar on the bottom on the Cutscene. This is the model animation timeline, usually Stand animation. Right click on this blue bar, and you will notice there is a change animation option. Click on that, and you will see the list of animations for your model.

     

    If this still doesn't work, perhaps it is an export error. Do check if there is any error messages upon exporting the .m3 model from Blender.

     

    Thanks.

    Posted in: Artist Tavern
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    posted a message on Custom Morphing Animation via Blender

    [Update]

     

    Both the StarFighter and the Arbiter can now morph even while moving or attacking bug-free. For anyone curious about how I did it, I have updated the attachment in my first post above.

     

    It is quite simple actually. Firstly, I created an Effect-Instant ability on top of the morph ability, then add the Effect-Instant ability to the Unit's abilities.

    I then used Triggers with the Unit Uses Ability Event (hereby the Effect-Instant Ability) to issue order for the morph ability with wait times in between. The wait time before the issue order for the morph is crucial or important because the units as mentioned doesn't immediately stop when a stop order is issued thereby causes the bug. The said units will drag a little forward and to avoid this from tampering with the morph duration, this is where a second ability (Effect-Instant) comes in, and by using triggers, order the unit to stop first, then wait for say 1.5 seconds, then issue the unit to morph. 

    Another method can be done by data alone, but it requires behaviours, apply behaviour effect, remove behaviour effect, issue order effect, and so on, and it might be a little complicated if you have not master the data side of the editor. 

     

    [Edit] The latest update now includes an If-Then-Else condition for morph triggers (Effect-Instant ability) which checks the condition if the unit movement speed equals zero, then morph, or else, wait a further 1.5 seconds before morphing. This, I feel, makes the morph smoother in transition when the unit is not moving while morphing.

     

     

     

    Posted in: Data
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    posted a message on Custom Morphing Animation via Blender

    Updated the attachment above. The Judicator is now complete and ready at your disposal.

     

    Feel free to comment or give suggestions on the morph, abilities, weapons, unit choice, etc. I don't mind any critics so long as it is constructive and provide insightful thoughts or ideas on what could be done better. 

     

    This will be my final post as I have not received any feedback except from WingedArchon. In addition, I'm running out of ideas. 

     

    Finally, not sure if this is the right forum for this topic, as animation is more art-related rather than data, but I guess it should be better off in the Artist Tavern or Art Assets forum.

     

    Thanks.

    Posted in: Data
  • 0

    posted a message on Custom Morphing Animation via Blender

    Arbiter morph. Anyone?

     

    Gosh. This one is hard to animate, but I have done it. Do check the attachment in my first post for this morph ability.

     

    Posted in: Data
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    posted a message on Custom Morphing Animation via Blender

    Updated the attachment.

     

    The StarFighter is now complete. Kite the Overlords with the StarFighter's cluster missiles weapon or destroy the tanks with the StarFighter's Strafe Mode. At the same time, compare the StarFighter with the Liberator head on.

     

    As a side note: Do note that the StarFighter cannot morph while it is moving or initiating an attack. 

     

    Thanks and have fun.

     

     

    Posted in: Data
  • 0

    posted a message on Custom Morphing Animation via Blender

    In reply to WingedArchon:

     Thanks.
    Posted in: Data
  • 0

    posted a message on Custom Morphing Animation via Blender

    In reply to WingedArchon:

     Hi, WingedArchon,
    Finally found out that the animation issue was due to both the aircraft mesh and engine mesh being assigned to the same vertex group or bone, thereby limiting the chances of creating separate animation for separate meshes.
    I have fixed that issue. Meanwhile, have a look at my updated attachment as in the above. The morphing animation now works smoothly in both the aircraft tilting and engine tilting animations. It was not a Blender issue. My mistake.
    Thanks.
    Posted in: Data
  • 0

    posted a message on Custom Morphing Animation via Blender

     

    Quote from WingedArchon >>

    In reply to williamjay2:
    Some points of attention perhaps.
    - The engine bay doesn't move along with the tilting animation and "jumps" in a new position when the morph is complete
    - The model seems to have a slight offset between its strafe mode and normal mode, where it jumps slightly forward and backwards. 

     Hi, 
    Firstly, thanks for the detailed insight about the morph animation. And yes, the above two points that you mentioned are intended. To give you a picture, the engine compartment will 'open up' after the tilting animation to strafe ground units with burst lasers (from its center core). 
    But however, due to a little constraint with Blender (i.e. though it can rotate multiple meshes together, I somehow only managed to animate one mesh (with smooth rotation which left the other mesh, i.e. the engine a fixed rotation (without any animation). As mentioned, due to my intention to animate both the meshes, where the engine compartment will 'open up' to allow for ground strafing, I came across a slight constraint with Blender. But having mentioned that, I was able to animate the whole object (consisting of both the aircraft and the engine) without any issues. The issue only arises when I intend to animate both meshes separately.
    Therefore, to animate the other part i.e. the engine, I had to come up with a permanent model (.m3) whereby the engine will rotate/offset from the said model automatically through a default blend time of 150ms. Therefore, it appears that the Engine 'jumps' 60 degrees when the morph is complete. 
    There is another possibility that is by animating existing model .m3 animations, and I intend to give it a try. The constraint above occured when I tried to animate a 'static' .m3 model.
     
    Quote from WingedArchon >>

    In reply to williamjay2:

    I hope this helps you.
    And I do hope to see you generate more custom stuff!

     Sure. I will try to experiment with more custom stuff and probably come up with a list of animation assets which might be beneficial to the community.
    Once again, thanks.
     
    Posted in: Data
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