This probably can't be solved but...
I attached a sphere model with 0 opacity to my units to make them more easy to highlight.
Then I decided to add a halo effect by trigger on highlight. The problem is that the sphere model is currently hiding part of the halo. Smaller units that are completely inside the sphere show no halo at all.
Here is a screenshot to explain better what's happening, consider that I temporary made the sphere slighly visible for testing but the problem is still present at 0 opacity:
You could try to deactivate the sphere's visibility instead of setting the opacity, but I am not sure, how this effects the selection.
Also you could try to re-scale the sphere to a very low z-axis size, so it is more of a disk; if you mainly need selection from a top-down view.
As a last resort, you can replace the halo, for example by using the glow actor message instead or by attaching a marker actor, for example the campaign target marker squares or something.
I already tried with the setvisibility but it disables the highlight area I wanted to add.
The Z rescale would not be the perfect choice, camera angles can go down to 30°. Still a possible solution though
That's kinda mindblowing ;)
The problem would be to do it for each unit and I think it may cause some problems with the general unit animations, not sure though
Additionally I think that changing the order won't affect the halo, it seems to work on the bigger borders of the unit, if the sphere is bigger then the unit the unit is not haloed.
The only mystery then is why the sphere is not haloed, if I can do that the result could be nice
This probably can't be solved but...
I attached a sphere model with 0 opacity to my units to make them more easy to highlight.
Then I decided to add a halo effect by trigger on highlight. The problem is that the sphere model is currently hiding part of the halo. Smaller units that are completely inside the sphere show no halo at all.
Here is a screenshot to explain better what's happening, consider that I temporary made the sphere slighly visible for testing but the problem is still present at 0 opacity:
Do you think it's possible to fix this issue?
You could try to deactivate the sphere's visibility instead of setting the opacity, but I am not sure, how this effects the selection.
Also you could try to re-scale the sphere to a very low z-axis size, so it is more of a disk; if you mainly need selection from a top-down view.
As a last resort, you can replace the halo, for example by using the glow actor message instead or by attaching a marker actor, for example the campaign target marker squares or something.
I already tried with the setvisibility but it disables the highlight area I wanted to add.
The Z rescale would not be the perfect choice, camera angles can go down to 30°. Still a possible solution though
What about reversing the order, have the sphere as the unit and the actual visible stuff as the attached model?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
That's kinda mindblowing ;)
The problem would be to do it for each unit and I think it may cause some problems with the general unit animations, not sure though
Additionally I think that changing the order won't affect the halo, it seems to work on the bigger borders of the unit, if the sphere is bigger then the unit the unit is not haloed.
The only mystery then is why the sphere is not haloed, if I can do that the result could be nice