The alias of an actor to mimic. When this actor is created, it will look up
an actor in the world with the set alias. If it finds one, it will create a new
actor identically matching that actor and use that in the cutscene instead
of the one defined."
What does this mean? I know actors and actor events are used for texture swapping. Is there something to this here?
Sorry, I'm really grasping at straws, but I'm having trouble finding a way to differentiate characters easily and uniquely.
My guess is that if it plays a cutscene in-game and you have an actor in-game with the same actor alias it will cause the actor in the cutscene to switch to the in-game actor. If that's true then you could create cutscenes that change depending on in-game stuff which would be awesome. I'll look into it.
My guess is that if it plays a cutscene in-game and you have an actor in-game with the same actor alias it will cause the actor in the cutscene to switch to the in-game actor. If that's true then you could create cutscenes that change depending on in-game stuff which would be awesome. I'll look into it.
No that doesn't seem to be it. From my experience with it it really just looks up the actor in the editor (unit doesn't need to be placed) and will reference that actor. From what I tried it wouldn't tint the unit based upon it's actor. In fact I got absolutely nothing to change. However I have a feeling I'm missing this field use.
I did however notice that the Unit Link field yielded mild results. At the very least having it reference Marine got it to remove the marine's shield, so I'm thinking that could be useful to play to determine help show say if a person has researched the shield or not and have it display correctly in the cutscene.
For differentiating I'm not sure what you could really do other than tint the model. This is an irritating problem I've been stuck on for quite a while. You could also do something memorable like the below attached picture. Though something like that isn't always possible. I'll keep looking into this kind of thing when I can.
I really wish I could just figure out how to replace a texture so it shows up in the editor. It seems kind of ridiculous that it would be so complicated. I want to be able to draw ranks on their shoulders and draw little designs. If I could use decals in the CE I could work around that.
From Blizzard's CE Handbook pdf -
"Actor Alias:
The alias of an actor to mimic. When this actor is created, it will look up an actor in the world with the set alias. If it finds one, it will create a new actor identically matching that actor and use that in the cutscene instead of the one defined."
What does this mean? I know actors and actor events are used for texture swapping. Is there something to this here?
Sorry, I'm really grasping at straws, but I'm having trouble finding a way to differentiate characters easily and uniquely.
My guess is that if it plays a cutscene in-game and you have an actor in-game with the same actor alias it will cause the actor in the cutscene to switch to the in-game actor. If that's true then you could create cutscenes that change depending on in-game stuff which would be awesome. I'll look into it.
No that doesn't seem to be it. From my experience with it it really just looks up the actor in the editor (unit doesn't need to be placed) and will reference that actor. From what I tried it wouldn't tint the unit based upon it's actor. In fact I got absolutely nothing to change. However I have a feeling I'm missing this field use.
I did however notice that the Unit Link field yielded mild results. At the very least having it reference Marine got it to remove the marine's shield, so I'm thinking that could be useful to play to determine help show say if a person has researched the shield or not and have it display correctly in the cutscene.
For differentiating I'm not sure what you could really do other than tint the model. This is an irritating problem I've been stuck on for quite a while. You could also do something memorable like the below attached picture. Though something like that isn't always possible. I'll keep looking into this kind of thing when I can.
What did you do for that picture?
I really wish I could just figure out how to replace a texture so it shows up in the editor. It seems kind of ridiculous that it would be so complicated. I want to be able to draw ranks on their shoulders and draw little designs. If I could use decals in the CE I could work around that.
@Bijan641: Go
All I did was have emissive team color one thing and diffuse another. As I said though this'll only work on certain units.
I agree it is annoying not being able to have the same amount of control over the models like you do with actors.
As always, thanks for the help. I might be able to make use of that for certain cases.