So I have been looking at the stone zealot base and it has a very interesting property. when a unit steps on top of it the unit goes on top of the doodad instead of walking right through it. I am extremely confused on how to take this ability/ effect/ behavior or whatever and possibly implement it on to other doodads (instead of pathing a rock the unit can walk over it). What I have discovered is that it has to do something with the model or the actor. i had taken the doodad and replaced the model with a temple stone(large) model and it did not walk over the temple stone it just walked right through it. then i switched the model back to the stone zealot base and it worked again, the unit walked over it causing me to scratch my head and go...huh?... Obviously i don't have that much exp in the Data editor, just wondering how the Stone Zealot Base works and how i could Implement its special thing over to another doodad.
Actually it has to do with the footprint. Like the Mar Sara bridge. It also has to do with the model in that some models do not support this linking of themselves into the unit pathing map.
Think it could have something to do with physics bodies? I checked the model out for the Stone Zealot Base and it has these, but many other doodads don't.
well i took a look at that and found it but i couldn't find any way to move it to another doodad or edit the numbers (guess why its called the Previewer) and i couldn't find the footprint for the stone zealot base =(
If you really want, you could make a duplicate of the Stone Zealot Base doodad, in the actor events for it, set to opacity of the Base to 0 so it is invisible, then attach a model of a rock or dumpster bin or whatever to it.
EDIT: Scratch that. Stone Zealot Base has no attachment points... OK. Use a Unit(that has no footprint/collision) that has a model that has an attachment point. Opacity 0 the Unit, attach the StoneZealot Base unit/doodad to this hidden unit. Opacity 0 the StoneZealot Base. Attach a Rock Doodad or whatever you want to walk over, onto the original unit.
You would have to test this out, I haven't, but sounds like it could work.
this sounds like it wold work but it seems over complicated, although id love some simple solution like check of a certain flag and punch in a few numbers here and there, but I guess I will live lol. Oh and i'm not that experienced with the data editor more of a terrain person and have a general idea of how to attach one thing to another but iv'e only once painstakingly done it before (made a dark Templar riding a zergling were both could attack) and forgot all the specifics soon after. In other words thanks for trying to help but for now I know to check up on it later and come back to this thread if i really need it.
So I have been looking at the stone zealot base and it has a very interesting property. when a unit steps on top of it the unit goes on top of the doodad instead of walking right through it. I am extremely confused on how to take this ability/ effect/ behavior or whatever and possibly implement it on to other doodads (instead of pathing a rock the unit can walk over it). What I have discovered is that it has to do something with the model or the actor. i had taken the doodad and replaced the model with a temple stone(large) model and it did not walk over the temple stone it just walked right through it. then i switched the model back to the stone zealot base and it worked again, the unit walked over it causing me to scratch my head and go...huh?... Obviously i don't have that much exp in the Data editor, just wondering how the Stone Zealot Base works and how i could Implement its special thing over to another doodad.
Actually it has to do with the footprint. Like the Mar Sara bridge. It also has to do with the model in that some models do not support this linking of themselves into the unit pathing 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
Think it could have something to do with physics bodies? I checked the model out for the Stone Zealot Base and it has these, but many other doodads don't.
Just throwing that out there :)
EDIT: Stone Zealot Base has no footprint, aswell.
@BorgDragon: Go
well i took a look at that and found it but i couldn't find any way to move it to another doodad or edit the numbers (guess why its called the Previewer) and i couldn't find the footprint for the stone zealot base =(
I guess you'd just have to put actor attachments on top of the stone zealot base model or get a really expensive model editing program.
If you really want, you could make a duplicate of the Stone Zealot Base doodad, in the actor events for it, set to opacity of the Base to 0 so it is invisible, then attach a model of a rock or dumpster bin or whatever to it.
EDIT: Scratch that. Stone Zealot Base has no attachment points... OK. Use a Unit(that has no footprint/collision) that has a model that has an attachment point. Opacity 0 the Unit, attach the StoneZealot Base unit/doodad to this hidden unit. Opacity 0 the StoneZealot Base. Attach a Rock Doodad or whatever you want to walk over, onto the original unit.
You would have to test this out, I haven't, but sounds like it could work.
@MiketheSspike: Go
I think he's looking for the ability to walk over/onto certain doodads, not just have something attached ontop of it.
@joecab: Go
You couldn't find the footprint of the StoneZealotBase because it doesn't have one :P
this sounds like it wold work but it seems over complicated, although id love some simple solution like check of a certain flag and punch in a few numbers here and there, but I guess I will live lol. Oh and i'm not that experienced with the data editor more of a terrain person and have a general idea of how to attach one thing to another but iv'e only once painstakingly done it before (made a dark Templar riding a zergling were both could attack) and forgot all the specifics soon after. In other words thanks for trying to help but for now I know to check up on it later and come back to this thread if i really need it.