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setting build time

Creator: Stormwern
Time: Feb 25 2012, 4:32 pm

Post #1     Stormwern Feb 25 2012, 4:32 pm

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Either I've gone mad or I'm about to.. How do I change the time it takes for a building to be constructed?

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Post #2     Ahli Feb 25 2012, 5:11 pm

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In the info field of the ability.
The time you set there should be the building time of the specified unit/building.

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Post #3     Stormwern Feb 25 2012, 5:25 pm

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Ah, didn't see you could scroll down there. Another question. When I add, copy or duplicate a unit, the copy doesn't get all the assets, the main model most significantly, and I can't seem to add it in either.

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Post #4     Ahli Feb 25 2012, 5:32 pm

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Duplication feature is broken because it doesn't set all the links properly (especially it fails with the actor).

To repair the actor, go to the actor, set the unit token to your unit. Then go into the events and change the unit everywhere the old one appears.
Make sure you are memorizing what was behind the unit name like "start" or "finish" because that gets deleted. :(

edit:
But because that is broken, you learn a little bit how actor events work. :) They are like tiny triggers.

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Post #5     Stormwern Feb 25 2012, 5:54 pm

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It's happening, I'm going mad!

Is there no other way? The copy will be 99% identical, so I don't really need to duplicate, doesn't matter if it shares assets with the original.

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Post #6     Ahli Feb 25 2012, 6:04 pm

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A new unit should have its own actor in most cases.

You could try to use the xml view. Maybe it makes it easier to change.

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Post #7     Stormwern Feb 26 2012, 4:53 pm

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Most of the stuff don't have any tokens, how do I add them?

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Post #8     Ahli Feb 26 2012, 9:09 pm

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Tokens are just text replacements. It is intended to be like a variable for editor usage.

You can change the token or change all wrong references. But the token can be buggy, too, as seen as when it become "none" after duplicating.

You need to change all references by yourself, then. At least I'm sure that the actor events need to be corrected, some other fields may be ok.

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Post #9     Stormwern Feb 26 2012, 10:57 pm

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I'm lost, I think we need to switch to baby language..

I've gotten about half way by double clicking on various things in the bottom left box ("object explorer"). Now I'm out of things to click on, and there's still stuff missing in there.

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Post #10     Ahli Feb 26 2012, 11:33 pm

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Which unit are you trying to duplicate?

The object explorer shows most of the connections with other data objects.

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Post #11     Stormwern Feb 27 2012, 12:54 am

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Probe. The model and portrait are working, the sound is not, rest I don't know.

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Post #12     Ahli Feb 27 2012, 1:09 am

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The unit's sound, if you give commands is set in the unit's actor.
Combat and ability sounds are inside other actors.

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Post #13     Stormwern Feb 29 2012, 7:20 pm

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Thanks, gotten a bit further. I've set construction times to a few sec and now the "warping in" animation doesn't play, so I need to speed it up and have it start almost immediately. Should I do that in the object editor or with triggers?

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Post #14     Ahli Feb 29 2012, 10:12 pm

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Quote from Stormwern
Thanks, gotten a bit further. I've set construction times to a few sec and now the "warping in" animation doesn't play, so I need to speed it up and have it start almost immediately. Should I do that in the object editor or with triggers?
unit's actor -> actor events -> something at the top (construction) I think is used for warp ins.

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Post #15     Stormwern Feb 29 2012, 11:08 pm

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Which unit? The buildings? I still have the regular probe which does regular warp ins, so don't think I can mess with that.

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Post #16     Ahli Feb 29 2012, 11:18 pm

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Quote from Stormwern
Which unit? The buildings? I still have the regular probe which does regular warp ins, so don't think I can mess with that.
Every animation is can be controlled with actors as they are started by actors.
You just need to find the correct actor and modify/add the correct events.

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Post #17     Stormwern Mar 1 2012, 12:56 am

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The Nexus actor has the model in question, but there is no mention of it in the events, and no mention in the xml code. The animplay in events is called "ConstructionDeath", which a) makes no sense, and b) seems completely taken out of thin air, and I still have the original problem of not being able to tell which probe made the building.

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