There is a number of small things I am trying to figure out right now and am having no luck searching up information on these since so many results of non related things are showing up. If someone could answer these for me, it would really be appreciated as it would save me a lot of time trying to find out how they are done:
1. I want to be able to set certain units on my test map to show up as enemies so I can test out of certain behaviors will actually work against them. What I would like to know is a good setup for this and how to flag them as enemy temporarily for testing.
2. For brutalisks, I want them to be able to use their air attacking weapon on ground and have a somewhat faster melee animation and attack. The first part is more important though. So far I have not been able to figure out how this is done.
3. This one is probably ridiculously simple, but I am sure I am not the only one to be slightly confused by it. I want to know how to customize a footprint in specific shapes and what the different colors I've seen under the footprints grid mean. Example:
When I clicked on this footprint, part of it disappeared, but I could not figure out how to manually add back the yellow part. I want to know how this is done and when this is switched to placement check, the grid appears purple. What do the different colors mean and how can I create footprint that have irregular shapes like a crescent shape.
4. I also wondered about this.
What exactly does this do to models and what does squib stand for?
1. Place some units belonging to player 15 (Hostile).
2. Under the Weapons data type the Weapon: Target Filters field. Set both air and ground flags to allowed (not required or excluded). For the animation of the melee attack you need to go to the Unit type actor for the unit. Go to the actor events and add a new event on Actor Creation that uses the Animation Set Time Scale (Absolute) action.
3. Those colours are the pathing types of the footprint. Grey means no pathing modification applied, yellow applies unbuildable, red is no ground pathing, green applies ground pathing (think bridges) and blue applies cliff (think scalers like colossus). With the footprint editor under the value field you set what kind of pathing to paint and then left click the grid window to apply it. Use None to remove any previously placed pathing. The placement layers are the flags required for unit placement/applied to terrain by the footprint. With the placement layers each colour represents a different set and what flags the set uses are defined under the Define Set button. For example the footprints for zerg buildings require creep on tiles of their placement check. To make irregular shapes adjust the brush size and resolution as needed and then get creative.
4. Squibs are small trail like actors that come off target actors when an action actor registers an impact (eg. a weapon hitting). That field determines the art used for the squib. For example you expect sparks to fly when hitting a metal unit like a siege tank but not a flesh unit like a zergling which you expect to have blood splatter. You can also make custom Squib type actors for abilities eg. Ghost Nuke Explosion.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
There is a number of small things I am trying to figure out right now and am having no luck searching up information on these since so many results of non related things are showing up. If someone could answer these for me, it would really be appreciated as it would save me a lot of time trying to find out how they are done:
1. I want to be able to set certain units on my test map to show up as enemies so I can test out of certain behaviors will actually work against them. What I would like to know is a good setup for this and how to flag them as enemy temporarily for testing.
2. For brutalisks, I want them to be able to use their air attacking weapon on ground and have a somewhat faster melee animation and attack. The first part is more important though. So far I have not been able to figure out how this is done.
3. This one is probably ridiculously simple, but I am sure I am not the only one to be slightly confused by it. I want to know how to customize a footprint in specific shapes and what the different colors I've seen under the footprints grid mean. Example:
When I clicked on this footprint, part of it disappeared, but I could not figure out how to manually add back the yellow part. I want to know how this is done and when this is switched to placement check, the grid appears purple. What do the different colors mean and how can I create footprint that have irregular shapes like a crescent shape.
4. I also wondered about this.
What exactly does this do to models and what does squib stand for?
1. Place some units belonging to player 15 (Hostile).
2. Under the Weapons data type the Weapon: Target Filters field. Set both air and ground flags to allowed (not required or excluded). For the animation of the melee attack you need to go to the Unit type actor for the unit. Go to the actor events and add a new event on Actor Creation that uses the Animation Set Time Scale (Absolute) action.
3. Those colours are the pathing types of the footprint. Grey means no pathing modification applied, yellow applies unbuildable, red is no ground pathing, green applies ground pathing (think bridges) and blue applies cliff (think scalers like colossus). With the footprint editor under the value field you set what kind of pathing to paint and then left click the grid window to apply it. Use None to remove any previously placed pathing. The placement layers are the flags required for unit placement/applied to terrain by the footprint. With the placement layers each colour represents a different set and what flags the set uses are defined under the Define Set button. For example the footprints for zerg buildings require creep on tiles of their placement check. To make irregular shapes adjust the brush size and resolution as needed and then get creative.
4. Squibs are small trail like actors that come off target actors when an action actor registers an impact (eg. a weapon hitting). That field determines the art used for the squib. For example you expect sparks to fly when hitting a metal unit like a siege tank but not a flesh unit like a zergling which you expect to have blood splatter. You can also make custom Squib type actors for abilities eg. Ghost Nuke Explosion.
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
In reply to DrSuperEvil: