Hi, I'm making a custom hero, and while playing, my hero is lead to gather "terrazine" which act as EXP.
With EXP he can "buy" upgrades for attack, life, shields etc etc.
And regarding what upgrade the hero gets, I want his rank to either be "Offensive", or "Defensive", or many more, each with its own color, and if paired like ''Offensive-Defensive'', then be bicolor (red to yellow for example). I'd like to know the same thing for the "Hero Glow" (like Raynor or Kerrigan have). I want the Glow's color to match the Rank name color.
I have to inform you that, the upgrades are permanent. That means I'd be happy enough if I could get a system like :
Have a button for each type I wanna get, and press it to get the correct type and glow color. Once pressed it disappeared as well as the other buttons.
So basically I would set my upgrades before hand (like I do in the regular SC2, inbetween stages) and just hit the button I want, at the very beginning of the game to get the associated glow color and type.
Now I know how to set such a thing outside of the game, by going into "rank text" or something like that in the unit's actor, but I don't know how to have a button ingame to change it.
Also, can I change the word "Rank" to "Type" ? But only for him and not the rest of the units ?
That's Question 1.
Question 2 : When I cloak, the glow becomes a weird lighty square, how can I have the glow stay normal when cloaking ?
Question 3 : How can I make the "shield impact" appear ? Right now my hero has protoss shields, but when being hit on the shields,there's not the little animation on the character showing the shields are active.
Also, my hero has a shield regen of 0.5, with no delay. So how can I make that shield animation to appear only when the hit didn't touch the life ? (basically an attack going from 80 life/5 shields to 75life/0 shield shall not show the animation.
Basically, you need to make an event in the actor, for when an upgrade finishes or an effect fires, to change the color of the unit. You said you knew how to do that so I won't go too in depth there. But it shouldn't be too difficult. The main thing to realize is that it's all done through the actor.
Well what I usually do, is put my hero as player 14 with color white (in player properties), then make a trigger to say "give all player 14 units to player 1 and retain color", and then in the hero actor there's 3 events, in that order :
- One that sets the color to "A" (in 0 secs, as a "once")
- One that sets the color to "B" (in 2 secs, as a "bounce")
- One that spawns the hero glow
Basically if the hero is monotype (like psychic of offensive), then A and B shall be the same color.
But if the hero is bi-type (like offensive-defensive) then A shall use the defensive color, and B shall use the offensive color, so it bounces from color A to B indefinitely.
That will make the glow explicitly show what type the hero is.
The text though is just a monocolor or gradient color, no animation there.
So ok, I'm in the hero's actor, what to do next exactly ? I create an event and what do I choose ? I'm not familiar at all with actors... Barely used them ever...
Thanks for you help anyway !! :)
EDIT: Change the color of the unit will only change the glow color. But how can I change the Rank's text/color ?
There are plenty of tutorials on actors in the link in my signature. You'll see 3 dialogs on the right when you make a new event. The first says message type. This you'll put as upgrade finalized, then the second dropdown you pick the upgrade you want, then the third you leave default. Then you'll need to go to the other piece of the event you haven't touched yet that has the "target" field and some others. you'll want to change the Message Type dropdown on that to be "set tint color". That should let you change the color of a unit when an upgrade finishes. If that's not enough, please check out a few tutorials about actors.
You might have to make another event in the ability actor not just the unit actor to do the same thing, only instead of tint color, I think there's an option for set tooltip, which you'd just copy paste and change the coloring parts. If not, you could probably do it through triggers, which I wouldn't recommend, but I'm not sure of another way. Someone else on this site probably knows a better way to do the tooltip part.
Also the glow stays the regular player color (white), even when using change team color. And when I try to change the rank's text, it gets changed all the time, even before I use the upgrade... :/
I'm not home right now, but will be in 2h, and try that. But though I understand the concept for the "Swarm Hero Glow", I still don't understand how to have that upgrade also change the "Rank text". (For example, Raynor has something like "Rank: Rebel Commander".)
The Unit actor has the UI: Unit Kill Rank -Text field. Under the Units data type there are the UI: Random Names and UI: Subtitle fields. While Buff behaviours have the Unit: Modification - Unit Name Override field. The Set Text (Localised) event action could be used to make it more dynamic if a variable value is used.
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I assume you can research the Dark Protoss upgrade?
No idea why some go red either. Has no effect on the function.
Maybe your hero glow is orphaning and being destroyed. To fix this will need adjusting under the events of the attachment. Probably to do with a BSD animation bracket playing once and then destroying the actor.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hi, I'm making a custom hero, and while playing, my hero is lead to gather "terrazine" which act as EXP.
With EXP he can "buy" upgrades for attack, life, shields etc etc.
And regarding what upgrade the hero gets, I want his rank to either be "Offensive", or "Defensive", or many more, each with its own color, and if paired like ''Offensive-Defensive'', then be bicolor (red to yellow for example). I'd like to know the same thing for the "Hero Glow" (like Raynor or Kerrigan have). I want the Glow's color to match the Rank name color.
I have to inform you that, the upgrades are permanent. That means I'd be happy enough if I could get a system like :
Have a button for each type I wanna get, and press it to get the correct type and glow color. Once pressed it disappeared as well as the other buttons.
So basically I would set my upgrades before hand (like I do in the regular SC2, inbetween stages) and just hit the button I want, at the very beginning of the game to get the associated glow color and type.
Now I know how to set such a thing outside of the game, by going into "rank text" or something like that in the unit's actor, but I don't know how to have a button ingame to change it.
Also, can I change the word "Rank" to "Type" ? But only for him and not the rest of the units ?
That's Question 1.
Question 2 : When I cloak, the glow becomes a weird lighty square, how can I have the glow stay normal when cloaking ?
Question 3 : How can I make the "shield impact" appear ? Right now my hero has protoss shields, but when being hit on the shields,there's not the little animation on the character showing the shields are active. Also, my hero has a shield regen of 0.5, with no delay. So how can I make that shield animation to appear only when the hit didn't touch the life ? (basically an attack going from 80 life/5 shields to 75life/0 shield shall not show the animation.
Basically, you need to make an event in the actor, for when an upgrade finishes or an effect fires, to change the color of the unit. You said you knew how to do that so I won't go too in depth there. But it shouldn't be too difficult. The main thing to realize is that it's all done through the actor.
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@fishy77: Go
Well what I usually do, is put my hero as player 14 with color white (in player properties), then make a trigger to say "give all player 14 units to player 1 and retain color", and then in the hero actor there's 3 events, in that order :
- One that sets the color to "A" (in 0 secs, as a "once") - One that sets the color to "B" (in 2 secs, as a "bounce") - One that spawns the hero glow
Basically if the hero is monotype (like psychic of offensive), then A and B shall be the same color. But if the hero is bi-type (like offensive-defensive) then A shall use the defensive color, and B shall use the offensive color, so it bounces from color A to B indefinitely. That will make the glow explicitly show what type the hero is.
The text though is just a monocolor or gradient color, no animation there.
So ok, I'm in the hero's actor, what to do next exactly ? I create an event and what do I choose ? I'm not familiar at all with actors... Barely used them ever...
Thanks for you help anyway !! :)
EDIT: Change the color of the unit will only change the glow color. But how can I change the Rank's text/color ?
@samourai23: Go
There are plenty of tutorials on actors in the link in my signature. You'll see 3 dialogs on the right when you make a new event. The first says message type. This you'll put as upgrade finalized, then the second dropdown you pick the upgrade you want, then the third you leave default. Then you'll need to go to the other piece of the event you haven't touched yet that has the "target" field and some others. you'll want to change the Message Type dropdown on that to be "set tint color". That should let you change the color of a unit when an upgrade finishes. If that's not enough, please check out a few tutorials about actors.
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Want data assets? Click Here
@fishy77: Go
I'll check that thanks :)
What about the Rank's text/color ? How can I have the text "Offensive", in red, to appear when the corresponding upgrade finishes ?
@samourai23: Go
You might have to make another event in the ability actor not just the unit actor to do the same thing, only instead of tint color, I think there's an option for set tooltip, which you'd just copy paste and change the coloring parts. If not, you could probably do it through triggers, which I wouldn't recommend, but I'm not sure of another way. Someone else on this site probably knows a better way to do the tooltip part.
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@fishy77: Go
When I do stuff, the event are red, why's that ?
Also the glow stays the regular player color (white), even when using change team color. And when I try to change the rank's text, it gets changed all the time, even before I use the upgrade... :/
You changed the inherited properties to not inherit the team colour of the host actor?
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
@DrSuperEvil: Go
Uh sorry, the what now..? :s
Near the bottom actors have two fields involving inherited properties. I by default remove the model scale and opacity ones.
These are overriding fields that make the host actor impose its values for stuff like team colour.
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
@DrSuperEvil: Go
I'm sorry I don't see it... Could you be more precise please...? I'm very struggling with Actors...
All I wanna do is have an upgrade that changes :
The actual "Set team (not tint) color" in the unit's actor and The rank text (and its color)
Oh, thought you were talking about the team colour of attachments.
As with the dark protoss units you need two events for upgrade based changes. One for when the upgrade is gained and once for unit creation.
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
@DrSuperEvil: Go
I'm not home right now, but will be in 2h, and try that. But though I understand the concept for the "Swarm Hero Glow", I still don't understand how to have that upgrade also change the "Rank text". (For example, Raynor has something like "Rank: Rebel Commander".)
The Unit actor has the UI: Unit Kill Rank -Text field. Under the Units data type there are the UI: Random Names and UI: Subtitle fields. While Buff behaviours have the Unit: Modification - Unit Name Override field. The Set Text (Localised) event action could be used to make it more dynamic if a variable value is used.
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
@DrSuperEvil: Go
I'm sorry I can't manage to make it... It just does nothing here's what I did (no idea why it's red, nor what it means to be red) :
http://imagizer.imageshack.us/a/img922/8026/i8WwKp.png
What must I do..? This picture is from the unit's actor "Ghost - Laser lines" (my hero)
I assume you can research the Dark Protoss upgrade?
No idea why some go red either. Has no effect on the function.
Maybe your hero glow is orphaning and being destroyed. To fix this will need adjusting under the events of the attachment. Probably to do with a BSD animation bracket playing once and then destroying the actor.
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