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    posted a message on How to get the interceptors of a carrier

    A bit late to this, but there are a few methods to reference the Interceptors from the Carriers.

    Let's say I want to swap the model of the interceptors to probes.

     

    Method 1

    Create a trigger with the Event: Unit Is Created.

     

    Event: Any Unit creates a unit with ability Carrier-Hangar

     

    Action: Actor-Send message "ModelSwap Probe" to actor (Actor for (Created Unit))

     

    Note: The Interceptor in this case is referenced as the Created Unit.

     

    Method 2

    Create a dummy Set effect. Name it Interceptor Dummy (for ease of reference)

     

    Under the Effect: Create of the Carrier-Hangar ability, put in Interceptor Dummy.

     

    Next, create a trigger with the event: Effect Used.

     

    Event: Any Player uses Effect Interceptor Dummy

     

    Action: Actor-Send message "ModelSwap Probe" to actor (Actor for (Triggering Effect Unit(Target)))

     

    Note: The Interceptor in this case is referenced as the Triggering Effect Unit(Target).

     

    In conclusion, both methods had the Interceptors' model being swapped with the Probes' model.

     

     

    Posted in: Triggers
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    posted a message on [Solved] [Ability] Morph ability can be interrupted by moving the unit (right click on point) very rapidly.

    You can do it both ways, but I recommend triggers:-

     

    1a. Create a trigger with the Event: Unit Use Ability (Your morph ability) at Execute stage.

     

    Condition : Unit type of (Triggering Unit) -> The unit that uses the morph ability.

    Action : Disable move ability for triggering unit

                   Issue triggering unit to Stop

     

    1b. Create another trigger with the Event: Unit Use Ability (Your morph ability) at Complete stage.

     

    Condition : Unit type of (Triggering Unit) -> The unit that uses the morph ability.

    Action : Enable move ability for triggering unit

     

    Or you can do it with data:-

     

    Create a buff behavior with the morph duration put under the Stats:Duration and under the Disable abilities of the behavior -> put in the move ability.

     

    Then create an apply behavior effect, where you apply the above behavior, then under the Morph Ability ->Info-Section-Effects -> Under Actor:Start or Abilities:Start or Stats:Start (where you have the specified morph duration under duration in Info-Section-Duration just above), put in the apply behavior effect.

     

    Lastly create a remove behavior effect, where you remove the above behavior, and under the Morph Ability ->Info-Section-Effects -> Under Actor:Finish or Abilities:Finish or Stats:Finish (where you have the specified morph duration under duration in Info-Section-Duration just above), put in the remove behavior effect.

     

    By the way, do you have the Interruptible and Wait Until Stopped Flags checked? I suspect that you should check the Wait Until Stopped flag of the morph ability and see if it works.

     

    Thanks.

     

    Posted in: Data
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    posted a message on Animating with Blender (Basic)

    Continued...

     

    Next, click I -> Rotation. See attached Animation Zealot 6a.

     

    Next, say I want the bones to straight out at say, after 20 frames, so I will put the current frame to 20. See attached Animation Zealot 7a.

     

    Make sure Bone Properties is selected, then press R to rotate the bones forward. See attached Animation Zealot 8a.

     

    Lastly, click I -> Rotation and you will get the rotation animation of the bones. See attached Animation Zealot 9a.

     

    You can then press the play animation button to play your animation.

     

    You now have a simple Zealot thrusting his arm forward animation in Blender. You can then save the Blender file and name the .m3 export model before exporting it via Quick Export under Scene Properties.

     

    Lastly, to play the custom made animation in your Starcraft 2 Editor, create an ability, and under the Zealot Unit Actor, put in the .m3 export model under Art:Model and create a new Actor Event:-

     

    Ability.Your created ability.SourceCastStart

    AnimationPlay -> Name: Morph -> Animation properties -> Morph (this is the new animation that you have created).

     

    Thanks.

     

     

     

    Posted in: Tutorials
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    posted a message on Animating with Blender (Basic)

    Hi, guys,

     

    In this simple tutorial, I will show how to animate a Zealot in Blender version 2.83, assuming that you know how to export and import .m3 models from Starcraft 2 Editor to Blender and vice versa and how to install the addon.

     

    You will need the Blender program and the latest Talv m3addon tool:-

     

    https://www.blender.org/

     

    https://github.com/Talv/m3addon

     

    Also, make sure that you run the Blender program as an Administrator as it might return a permission error message when exporting the .m3 model.

     

    So let's begin.

     

    Firstly, you have the ZealotEX2.m3 model imported to Blender. Then, under Scene Properties, you can create a new animation -> M3 Animation Sequences -> Add Animation Sequence -> name it Morph (for example). See attached Animation Zealot 1a below.

     

    Next, select the Animation tab on the top screen. See attached Animation Zealot 2a.

     

    Say I want the animation to run for 1 second, then I put End at 30 frames (because Frame Rate is 30 fps) and I put the current frame to 5. See attached Animation Zealot 3a.

     

    Next, under Pose Mode, select 3D View: Wireframe. See attached Animation Zealot 4a.

     

    Next, make sure Bone Properties is selected, select the bones -> Hold shift to select the bones. See attached Animation Zealot 5a.

     

    Posted in: Tutorials
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    posted a message on How to make StarCraft II Assets

    In reply to Nuked_Penguin:

     

    Glad that it worked out for you. As I'am more familiar with animations, I will share an example with you later on or I will write a tutorial on this as it requires some of the basic understanding in working with Blender animations.

     

    On how to create models from scratch, I guess it is best to approach modelers like WingedArchon or AlleyVipers as they have much more experience on this. You can even approach them in the Artist Tavern section.

     

    Edit : You can now see the basic tutorial on creating a custom animation below:-

     

    https://www.sc2mapster.com/forums/resources/tutorials/246284-animating-with-blender-basic

     

    Thanks.

     

     

    Posted in: Tutorials
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    posted a message on How to make StarCraft II Assets

    In reply to Nuked_Penguin:

     

    The error says the object is not in collection 'Master Collection' which I have no clue of. Maybe, it should work with Blender 2.79 (just my opinion though for I have not encountered such issue).

     

    Blender 2.8 and above separates layers into collections and groups. Below is the link.

     

    https://code.blender.org/2018/05/collections-and-groups/

     

    Edit: Do look at Character Linking in the link just above to link the mesh object of the cone to the collection 'Master Collection' and see if it works out.

     

    Thanks.

     

     

     

     

    Posted in: Tutorials
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    posted a message on How to make StarCraft II Assets

    In reply to Nuked_Penguin:

     

    I believe this to be an installation error. You will need to overwrite the "_init_.py" file upon installation because the m3addonmaster has its own "_init_.py" file that causes conflicting errors.

     

    Best way is to uninstall Blender and also remove the m3addon file manually under Blender Foundation-> Blender 2.83-> 2.83 -> addons -> m3addon-master.

     

    Then reinstall and overwrite the "_init_.py" file when a pop-up screen asks whether you would want to overwrite the file.

     

    Thanks.

    Posted in: Tutorials
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    posted a message on How to make StarCraft II Assets

    In reply to Nuked_Penguin:

     

    Also, did you tick the starcraft 2 import and export .m3 addon under -> Edit -> Preferences -> Install Addon in Blender to enable Talv's .m3 import and export addon?

     

     

    Posted in: Tutorials
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    posted a message on How to make StarCraft II Assets
    Quote from Nuked_Penguin >>

    my model is not showing up in the editor :(

     

     Ok, what did the error message says, is it a mesh error, texture error or some kind of errors?

     

    Normally, when you can't export, you will receive an error message.

     

    Here are some of the add-on questions and answers so far:-

     

    https://www.sc2mapster.com/forums/resources/tutorials/179610-blender-m3addon-faq-11-questions-and-answers-so

     

    Thanks.

    Posted in: Tutorials
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    posted a message on How to make StarCraft II Assets

    In reply to Nuked_Penguin:

     

    Hi, Nuked_Penguin,

     

    There are a few Blender plugins available for importing and exporting Starcraft 2 .m3 models. The latest being Talv's m3addon Blender plugin available at Github:-

     

    https://github.com/Talv/m3addon

     

    You will need to run the Blender program with the above add-on as an Administrator, or else you will receive a permission error message from Blender when exporting the models.

     

    Here are some of the custom animation stuff that I did with Blender:-

     

    https://www.sc2mapster.com/forums/development/data/237730-custom-morphing-animation-via-blender

    https://www.sc2mapster.com/projects/morphing-assets

     

    Thanks, and have a nice day.

     

    Posted in: Tutorials
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    posted a message on Queue Ability Orders

    Hi, Nuked_Penguin,

     

    I guess it might not be as complicated as it seems. Just discovered that for the Return Cargo ability to work on custom structures, eg. Barracks, just modify the Behavior: Drop-Off say minerals to enabled on the Barracks unit. Attached is the example for your perusal. 

     

    Found that it does not require the return cargo workaround trigger which might be a headache least to say.

     

    Thanks.

    Posted in: Triggers
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    posted a message on Queue Ability Orders

    In reply to Nuked_Penguin:

     

    Hi,

     

    I have created a map sample where when the SCV is trained from the Barracks, it will auto-harvest and then drop-off the minerals at the Barracks. Simply train an SCV and it will auto-harvest. 

     

    Perhaps, this is what you are looking for? Thanks.

     

    Posted in: Triggers
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    posted a message on Need help creating a Dialog Item button for a progressing upgrade

    Hi,

     

    The attachment that I linked is just an example, for example, in the attachment, I put all players instead of specifying the player. You can alter this with convert player to player group (Owner of (Triggering Unit)) as you have shown, to specify the Owner of the said unit. The same could be said for the button image. You can alter the image of the button to your own liking.

     

    You can also alter the dimension of the button, say, (100x100), but by doing so, you will need a bit of calculation to anchor the image in the center of the button. 

     

    What I'am trying to say is that I just lay out the basics or idea in creating dialog items such as buttons etc. and linking them with triggering events when used, and the rest, you can alter to your personal liking.

     

    By the way, I cannot access the youtube video as mentioned. It says no result. Or you can send me a message in specifying what you want since I have no clue?

     

    Thanks and have a nice day.

     

    Posted in: Triggers
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    posted a message on Need help creating a Dialog Item button for a progressing upgrade

    In reply to Wonder_Rem:

     

    Hi,

     

    There are a few points that I want to point out:-

     

    1. Instead of setting the Upgrade Dialog & Upgrade Dialog Item variables as local variables, set them as global variables where you can link these variables in between triggers.

     

    2. Remove the Hide Background image action so that the dialog frame will appear.

     

    3. Instead of putting the action -> Create Dialog Item with type (Button), put the action Create Dialog Item (Button) for (Last Created Dialog) with dimensions (76,76) -> This is the dimension of a button. Right after that, set Upgrade Dialog Item variable as the button variable. Then, put Create Dialog Item (Image) for (Last Created Dialog) with dimensions (76,76) and put the button Image in .dds format as pictured. Then, create another dialog item global variable and set it as the image variable as pictured.

     

    4. Remove the Set Dialog Item (Size) action.

     

    5. Next, create another trigger with the Event -> Dialog Item is Used and specify the player -> eg. player 1. For player 2, create another trigger with the same event and specify player 2. The player integer here is a constant and a constant value will not change. Then, under Conditions, put Used Dialog Item == Upgrade Dialog Item (the button in Global Variable). From here on, you can then set the corresponding actions. Lastly, don't forget to put the action Destroy Dialog to move out of the Dialog Screen.

     

    Thanks.

    Posted in: Triggers
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