Staredit Network > Forums > SC2 Assistance > Topic: Custom Weapon Animation Woes
Custom Weapon Animation Woes
Jan 12 2011, 3:51 am
By: Rathmec  

Jan 12 2011, 3:51 am Rathmec Post #1



It's always the simple things that elude me... :><:

I've managed to blunder around the Data Editor and figure things out on my own so far but this has been dogging me for over twenty four hours. I've created a custom unit based on the Thor and, very originally, named him The Hammer. Everything duplicates nicely. However, as soon as I remove the Thor weapon and set in his custom - and brilliantly named - Hammer Cannon (Thor's ground weapon with the ground target requirement removed), I lose the "muzzle flash". Every other animation is there and the weapon functions as desired, but the little muzzle flash that comes from the arm cannons is gone and only that.

I can't figure out what's missing that this small piece of the puzzle falls out. Actor? Effect? Behavior? Beats me.



None.

Jan 12 2011, 3:57 am DevliN Post #2

Woah

It should be in the "Events" of the Actor.

Basically the Events are like small triggers that activate when abilities or behaviors or whatever are turned on, off, started, or ended.



:devlin: Currently Working On: :devlin:
Myself

Jan 12 2011, 4:32 am Rathmec Post #3



After some meddling, it would actually seem the Thor "Hand Gun" impact and launch models have no association with the customized weapon. Not sure how to go about correcting that.



None.

Jan 12 2011, 7:53 pm Ahli Post #4

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Muzzle flash and explosions on the target are mostly attack actor stuff...

Have a look at the thor's attack actor. Most important are the 3 separated fields on top of the table.




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[07:41 pm]
Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[07:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[05:25 pm]
Ultraviolet -- in EE2 you just open DatEdit, go to the flingy tab, and make whatever changes you want. Though if you want to do dynamic shit, you have to use the trigger editor with the setdatfile action. And of course you have to inject your changes when done. Can give more specific troubleshooting advice if you provide more details
[05:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[04:57 pm]
Symmetry -- wdym
[02:24 pm]
Apos -- :wob:
[04:16 am]
NudeRaider -- files in c:\program files\ are protected
[2026-7-11. : 8:11 pm]
Symmetry -- why can't I seem to make eud editor change flingy.dat D:
[2026-7-11. : 4:33 pm]
Ultraviolet -- :wob:
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