So I am trying to use the firebat model for a mod, there are 2 things I'm trying to do.
Actors:
I'm trying to get the hellion to morph into the firebat like in BlizzCon, which I can do to some degree.
Create/Destroy works fine with Actors, but selection circles stand still unless I click a new unit and then reselect.
Also, not sure how to 'create' an animation while the unit morphs.
Any ideas?
Animations: I would like to create a secondary animation for the firebat with blue flames, is this possible with RGB somewhere?
Anyone know how the hellion fire changes blue? Cause I see no actor or effect change from pre-ignitor upgrade.
Dependencies:
When adding the Campaign dependency to the Mod/Map it activates all the extra different unit stats. Like Scourge are buildable and so are things like wraiths, and creep tumors aren't invisible. Is there a way to not have the Campaign dependency over-write Multiplayer units?
1) Just use the effect when morph begins to apply a buff that makes it unselectable
2) Animation wise use Model actors, you can do some funky stuff even with inanimate models.
3) There already are blue flame models used when the nexus is damaged. Wlse just try texture swapping the flames with the Texture Select By Id actor event.
1) Just use the effect when morph begins to apply a buff that makes it unselectable
2) Animation wise use Model actors, you can do some funky stuff even with inanimate models.
3) There already are blue flame models used when the nexus is damaged. Wlse just try texture swapping the flames with the Texture Select By Id actor event.
4) Model swap actor event.
1 I want it to act like tank or viking morph, if it is unselectable this changes gameplay.
2 I have no idea what you are saying, I'm very new to the actor tab.
3 I'll attempt this and see if I can figure that out.
4 Uhhh...
1. check the Flags of the morph ability you are using against that of the viking.
2. The Model actors can be used like lego blocks to be pinned onto each other and Unit actors in series. They can be made to play specific animations under certain conditions, change their texture or change their opacity and scale via actor events. The SOp (Forward Vector) site operation even allows inanimate stuff to be animated.
3. Use the tutorial in the link in my signature for learning how to texture swap
4. There is an event action in the actor events called model swap that fully swaps the model used by the actor. This is how the campaign changes the hellion flame colour. The event works on actor creation before using a term to validate the unit if the tech has been researched before model swapping.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Okay, that sounds easier to grasp, I should be able to figure all those out now.
What about campaign dependency? I just want the firebat (effects, art , sounds etc) but I don't want wraiths, and random other (unpredictable) changes to the map/mod. Is there a way to use the dependency while keeping multiplayer unts/stats unchanged?
Okay, I figured something out about dependencies. I figure since you are a mod you can make good use of this info:
Dependencies are applied from top to bottom, with the latter overwriting the former.
Liberty (Campaign)
Liberty (Mod)
LibertyMulti (Mod)
In this example the Campaign information is least important, and anything used by Liberty (Mod) will overwrite it
The same goes for LibertyMulti (mod) This is where they edit stats for Patches afaik
However, if the dependency is within a mod, the whole mod will be carried over. (Because that is what is occurring to me)
Because you want your changes to be on bottom, it is reading EVERYTHING in the mod file that is different.
Liberty (Mod)
LibertyMulti (Mod)
Zjat's Mod
Take this example^ Now my mod is more important than the base mod, or the multiplayer mod, and therefore since it contains unit data from Campaign(mod) the campaign units (might) be affected. The only real thing I can see without testing is that the creep tumor is visible. (no clue how to fix that without making it cloak)
Not sure if this is 99% correct, but it is something more than anyone has ever said before!
So I am trying to use the firebat model for a mod, there are 2 things I'm trying to do.
Actors: I'm trying to get the hellion to morph into the firebat like in BlizzCon, which I can do to some degree. Create/Destroy works fine with Actors, but selection circles stand still unless I click a new unit and then reselect.
Also, not sure how to 'create' an animation while the unit morphs. Any ideas?
Animations: I would like to create a secondary animation for the firebat with blue flames, is this possible with RGB somewhere? Anyone know how the hellion fire changes blue? Cause I see no actor or effect change from pre-ignitor upgrade.
Dependencies: When adding the Campaign dependency to the Mod/Map it activates all the extra different unit stats. Like Scourge are buildable and so are things like wraiths, and creep tumors aren't invisible. Is there a way to not have the Campaign dependency over-write Multiplayer units?
Any and all help is appreciated! Thx! -Zjat
1) Just use the effect when morph begins to apply a buff that makes it unselectable
2) Animation wise use Model actors, you can do some funky stuff even with inanimate models.
3) There already are blue flame models used when the nexus is damaged. Wlse just try texture swapping the flames with the Texture Select By Id actor event.
4) Model swap actor event.
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
1 I want it to act like tank or viking morph, if it is unselectable this changes gameplay. 2 I have no idea what you are saying, I'm very new to the actor tab. 3 I'll attempt this and see if I can figure that out. 4 Uhhh...
1. check the Flags of the morph ability you are using against that of the viking.
2. The Model actors can be used like lego blocks to be pinned onto each other and Unit actors in series. They can be made to play specific animations under certain conditions, change their texture or change their opacity and scale via actor events. The SOp (Forward Vector) site operation even allows inanimate stuff to be animated.
3. Use the tutorial in the link in my signature for learning how to texture swap
4. There is an event action in the actor events called model swap that fully swaps the model used by the actor. This is how the campaign changes the hellion flame colour. The event works on actor creation before using a term to validate the unit if the tech has been researched before model swapping.
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
Okay, that sounds easier to grasp, I should be able to figure all those out now.
What about campaign dependency? I just want the firebat (effects, art , sounds etc) but I don't want wraiths, and random other (unpredictable) changes to the map/mod. Is there a way to use the dependency while keeping multiplayer unts/stats unchanged?
you had to disable the one and load only one of the campaign dependencies, dont know which one.
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
Does order matter at all on the dependencies list?
Dont know, I usually activate all the default ones when I start my map.
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
Okay, I figured something out about dependencies. I figure since you are a mod you can make good use of this info:
Dependencies are applied from top to bottom, with the latter overwriting the former. Liberty (Campaign) Liberty (Mod) LibertyMulti (Mod)
In this example the Campaign information is least important, and anything used by Liberty (Mod) will overwrite it The same goes for LibertyMulti (mod) This is where they edit stats for Patches afaik
However, if the dependency is within a mod, the whole mod will be carried over. (Because that is what is occurring to me) Because you want your changes to be on bottom, it is reading EVERYTHING in the mod file that is different. Liberty (Mod) LibertyMulti (Mod) Zjat's Mod Take this example^ Now my mod is more important than the base mod, or the multiplayer mod, and therefore since it contains unit data from Campaign(mod) the campaign units (might) be affected. The only real thing I can see without testing is that the creep tumor is visible. (no clue how to fix that without making it cloak)
Not sure if this is 99% correct, but it is something more than anyone has ever said before!