I have two different problems with SetScale right now in Actors.
First: I have a permanent buff that I want to increase the size of the target. Right now I am using Abil.Buffname.TargetCastFinish. I have also tried using the behavior and every subname included. The only time that I have gotten it to work is by giving the Abil.Buffname.SourceCastStart to the unit that is casting.
Second: I have an upgrade that should scale up the size of a unit. I have a validator that requires the research to be complete. Using Upgrade.Upgradename.Add -> ValidateUnit IsResearchDone SetScale 2.000 2.000 and UnitBirth.Unit ->ValidateUnit IsResearchDone SetScale 2.000 2.000. Not sure if I am on the right path. Let me know if I need to put in more info.
Check how the fungal growth model does it. You can calways create an invisible model on the target and then use the Target part of the events editor to send stuff to the ::Host reference.
Look at the campaign dark protoss upgrades how those are used. Under the protoss actors they use the upgrades to texture/model swap them to become dark protoss when an upgrade is researched.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
For the buff scale use "Behavior.NameOfBehavior.On" setscale
For the upgrade scale there are many ways to do this, the one you're following i have no experience with, i suggest to look at upgrades that do similar things in the game, for example take a look at the one that upgrades the missile turret to a stronger missile turret (in the campaign) or the one that upgrades the bunker
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I have two different problems with SetScale right now in Actors.
First: I have a permanent buff that I want to increase the size of the target. Right now I am using Abil.Buffname.TargetCastFinish. I have also tried using the behavior and every subname included. The only time that I have gotten it to work is by giving the Abil.Buffname.SourceCastStart to the unit that is casting.
Second: I have an upgrade that should scale up the size of a unit. I have a validator that requires the research to be complete. Using Upgrade.Upgradename.Add -> ValidateUnit IsResearchDone SetScale 2.000 2.000 and UnitBirth.Unit ->ValidateUnit IsResearchDone SetScale 2.000 2.000. Not sure if I am on the right path. Let me know if I need to put in more info.
So Behavior.Blah.On/Off does not work?
Check how the fungal growth model does it. You can calways create an invisible model on the target and then use the Target part of the events editor to send stuff to the ::Host reference.
Look at the campaign dark protoss upgrades how those are used. Under the protoss actors they use the upgrades to texture/model swap them to become dark protoss when an upgrade is researched.
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
@Trinseno: Go
For the buff scale use "Behavior.NameOfBehavior.On" setscale For the upgrade scale there are many ways to do this, the one you're following i have no experience with, i suggest to look at upgrades that do similar things in the game, for example take a look at the one that upgrades the missile turret to a stronger missile turret (in the campaign) or the one that upgrades the bunker