What I want to do is make a marine have different portraits (I'm currently using the DT as a template so there's only two different portraits) and sound sets but all of these variants are still the same unit. Sounds confusing?
Basically:
Marine (Base unit)
Can use any of the following portraits (chosen at random when marine is spawned):
Marine2, Marine9, Marine11
Can use any of the following soundsets (chosen at random when marine is spawned):
Marine (default voice), Marauder (1st alternate), Reaper (2nd alternate)
So essentially when the marine is created the first time, you might end up with a marine that uses the default Marine soundset and uses portrait 11. The second time you create it, it'll perhaps use the Reaper's soundset instead and have portrait 2 and so on.
The current workaround I'm using is based on having duplicated versions of the DT changed to become marines (these "duplicated" marines have different soundsets). I then altered it so that their Selection Alias is set to be based on the Marine so that when you double click the duplicated marine, it'll group both the standard Marine and the duplicated DT-based ones (like Mercernaries in the campaign).
This can get messy with triggers and clutters up the editor, so I'm just wondering if there's an easier alternative to this. Or more importantly whether it's actually possible or not to just have one unit be able to do this.
Oh, and this 'marine' isn't getting trained from a barracks or anything. It's just spawned by triggers.
Can't go in-depth right now but there's an actor message for dynamically changing unit portraits (PortraitCustomize) and a behavior can be added at any time to change a unit's sounds (like Neural Parasite)
@sgtnoobkilla: Go You can raandomly apply different buffs and then make actor events that check for these buffs to alter the unit portrait. And you can create another group of buffs to alter the soundset.
What the title says.
What I want to do is make a marine have different portraits (I'm currently using the DT as a template so there's only two different portraits) and sound sets but all of these variants are still the same unit. Sounds confusing?
Basically:
Marine (Base unit)
So essentially when the marine is created the first time, you might end up with a marine that uses the default Marine soundset and uses portrait 11. The second time you create it, it'll perhaps use the Reaper's soundset instead and have portrait 2 and so on.
The current workaround I'm using is based on having duplicated versions of the DT changed to become marines (these "duplicated" marines have different soundsets). I then altered it so that their Selection Alias is set to be based on the Marine so that when you double click the duplicated marine, it'll group both the standard Marine and the duplicated DT-based ones (like Mercernaries in the campaign).
This can get messy with triggers and clutters up the editor, so I'm just wondering if there's an easier alternative to this. Or more importantly whether it's actually possible or not to just have one unit be able to do this.
Oh, and this 'marine' isn't getting trained from a barracks or anything. It's just spawned by triggers.
Can't go in-depth right now but there's an actor message for dynamically changing unit portraits (PortraitCustomize) and a behavior can be added at any time to change a unit's sounds (like Neural Parasite)
@sgtnoobkilla: Go You can raandomly apply different buffs and then make actor events that check for these buffs to alter the unit portrait. And you can create another group of buffs to alter the soundset.
Never thought about using neural as one of the ways.
Cheers guys, I'll give it a try.