Perhaps it is a weird question and I won´t spam the forum with lots of threads. So this will be the last one for now.
In the model list there is a model called PointDefenseRadius.m3. It its basically a wide red circle.
I would like to have both that model and the real Point defence drone model attached to the PDD unit. Which means when the PDD is spawned, the wide circle model (point defense radius.m3) also appears as a model.
(We get the PDD unit in the middle as the "real unit" and a red circle around it that indicates to all players the range of the PDD)
I am messing around in the editor and I imagine it would be simple. But for some reason it does not work.
How can this be done?
Thanks for all help you all have offered me so far.
if you want to attach a model to any other model, create a new actor of type "model", set its model, by default it will be based on "ModelAddition". In the events, make it be created whenever it needs to be created, in your case "UnitBirth.PDD". This should technically seen work. You might have to mess around with auto scale and inherited properties if something doesn't work how you want it to. There are also a few "hosting" fields, one of them allows you to set the host actors, try to use that one as well if you are having problems.
There is also a thing called a "Range" Actor which display a circle equal to a certain range, they are very straightforward to set up and are used for things like displaying siege tank or static defense range, as well as displaying the Xel'naga tower range in the editor or the range of abilities when you are targetting them. Just search for "Range" in the actors tab and you'll find many examples.
if you want to attach a model to any other model, create a new actor of type "model", set its model, by default it will be based on "ModelAddition". In the events, make it be created whenever it needs to be created, in your case "UnitBirth.PDD". This should technically seen work. You might have to mess around with auto scale and inherited properties if something doesn't work how you want it to. There are also a few "hosting" fields, one of them allows you to set the host actors, try to use that one as well if you are having problems.
There is also a thing called a "Range" Actor which display a circle equal to a certain range, they are very straightforward to set up and are used for things like displaying siege tank or static defense range, as well as displaying the Xel'naga tower range in the editor or the range of abilities when you are targetting them. Just search for "Range" in the actors tab and you'll find many examples.
Thanks for the guidance!
I tried a range actor first. The problem is that it does not display a permanent circle on the ground for all players. In my map, its very important that all players sees where the border is for the PDD effect.
Instead of making this a seperate model, perhaps this can be added as a visual buff to the effect?
What the PDD will do is make all enemy units unable to attack when they stand near it. When they are in the red circle, so to say..
Weird, I thought range actors should show to all players permanently by default... When is the range actor displayed, and when not? Are you using the right events? (Like lets say UnitBirth.X , Behavior.X.On or something like that)
With "added as a visual buff to the effect" do you mean like a visual on affected units, instead of a visual around the PDD to define its range? Yes, easily possible. Just make the actor create itself when the behavior is turned on, it'll automatically attach itself to the unit with the behavior. Have it destroy itself when the behavior is turned off. (Behavior.(your behavior).On and Off are the actor events you need)
If you did not mean this, I don't really know what you are asking for. All visuals are models (or textures or text tags, but the latter two don't really apply here, and no other exceptions come to mind currently)
EDIT: Or do you mean applying a tint or different opacity to affected units? That can be done by again creating an actor when the behavior is added and destroying it when the behavior is removed. On ActorCreation, use "Set Tint Color" or whatever you want to use, and while you have it selected there should be an empty box in the top right (I think it's labeled "Target"), write _Unit in there (Capitalization is important) that will make it apply that message to the closest unit actor (Which ends up being the unit it is attached to by default). You'll want to reset tint to white when the actor is destroyed. Also set that actors model to "invisible" if you dont want a model to show up as well.
Simply put, I want a red wide circle appear around the PDD that is visual to all players. That circle represents the area of effect of the PDD. If units stand inside the circle, they get effected by the PDD. If they are outside, they are not effected. A nice visual border around the PDD.
I will try your methods :)
EDIT: Yep It worked well. I created an additional actor + model and linked it via events to the PDD-model.
One more thing thought:
I want the red circle model be closer to the ground. Right now it is in the air (since the PDD is in the air)
I lowered the height of the PDD unit so it is connected with the ground, and the red circle is also that now.
The problem is when a player places a PDD via the Raven spell. The model "Point defense drone placement" is a model that indicates that the PDD shall be spawned in the air. Which makes the whole spell look glitchy.
Is there any way of lowering the height of a model? (the "Ponit defense drone placement" model)
create an actor of type "Site Operation (Local Offset)", set its Z offset to the opposite of the PDDs height (So if its height is 3 make the offset -3), then in the model's actor there is a field in the hosting area called "site operations" or "hosting site operations" or something along those lines, you can add site operations in that fields, add yours in there and it should work (You can keep the PDD at it's original height then)
If you want to keep the PDD on the floor and lower the placement model, I wouldn't know how to. I'd take a look in the models tab and see if there was a height field or something along those lines. Or check if it has an actor for the placement model, you can probably modify its height there, and if not you can just add the site operation to that actor instead. But I dont think placements usually have actors.
create an actor of type "Site Operation (Local Offset)", set its Z offset to the opposite of the PDDs height (So if its height is 3 make the offset -3), then in the model's actor there is a field in the hosting area called "site operations" or "hosting site operations" or something along those lines, you can add site operations in that fields, add yours in there and it should work (You can keep the PDD at it's original height then)
If you want to keep the PDD on the floor and lower the placement model, I wouldn't know how to. I'd take a look in the models tab and see if there was a height field or something along those lines. Or check if it has an actor for the placement model, you can probably modify its height there, and if not you can just add the site operation to that actor instead. But I dont think placements usually have actors.
I think you could also use "SOpShadow" (something like that) as your site operation and the model would be on the ground.
It can not be added to the Point Defense Drone Placement model. Works on the normal PDD model though and it looks nice.
But upon release, the Point defense drone placement - model make it look like the PDD will be placed in the air.. and suddenly it pops on the ground :(
Wait, what are you doing now? Isn't the PDD supposed to be in the air? The site operation is supposed to go on the circle model so that the circle is on the ground, and not the PDD. Make the PDD use it's default height again.
Wait, what are you doing now? Isn't the PDD supposed to be in the air? The site operation is supposed to go on the circle model so that the circle is on the ground, and not the PDD. Make the PDD use it's default height again.
The problem with it is that the red circle model also has a sphere in the middle. That sphere is supposed to spin around the PDD. If I lower the red circle model to the ground, the red circle looks good. But the spinning sphere below the PDD looks retarded.
So right now I am messing around with the models & actors to try to find a solution.
(Its not that big of a deal if the spell looks a little bit weird. As long as it works as intended, which it does now.)
When a player selects to cast PDD, the spells show a small dot on where you can cast the spell. I would like to add a big splat actor to it that shows the area that the PDD will cover. I add a splat actor to the spell (like other spells have) but I can´t get it to show a large enough area.
How can I add a splat actor that adds a large area of effect - indicator to a spell that is actually not an area of effect spell?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Perhaps it is a weird question and I won´t spam the forum with lots of threads. So this will be the last one for now.
In the model list there is a model called PointDefenseRadius.m3. It its basically a wide red circle.
I would like to have both that model and the real Point defence drone model attached to the PDD unit. Which means when the PDD is spawned, the wide circle model (point defense radius.m3) also appears as a model.
(We get the PDD unit in the middle as the "real unit" and a red circle around it that indicates to all players the range of the PDD)
I am messing around in the editor and I imagine it would be simple. But for some reason it does not work. How can this be done?
Thanks for all help you all have offered me so far.
if you want to attach a model to any other model, create a new actor of type "model", set its model, by default it will be based on "ModelAddition". In the events, make it be created whenever it needs to be created, in your case "UnitBirth.PDD". This should technically seen work. You might have to mess around with auto scale and inherited properties if something doesn't work how you want it to. There are also a few "hosting" fields, one of them allows you to set the host actors, try to use that one as well if you are having problems.
There is also a thing called a "Range" Actor which display a circle equal to a certain range, they are very straightforward to set up and are used for things like displaying siege tank or static defense range, as well as displaying the Xel'naga tower range in the editor or the range of abilities when you are targetting them. Just search for "Range" in the actors tab and you'll find many examples.
Thanks for the guidance!
I tried a range actor first. The problem is that it does not display a permanent circle on the ground for all players. In my map, its very important that all players sees where the border is for the PDD effect.
Instead of making this a seperate model, perhaps this can be added as a visual buff to the effect?
What the PDD will do is make all enemy units unable to attack when they stand near it. When they are in the red circle, so to say..
@Kabelkorven: Go
Weird, I thought range actors should show to all players permanently by default... When is the range actor displayed, and when not? Are you using the right events? (Like lets say UnitBirth.X , Behavior.X.On or something like that)
With "added as a visual buff to the effect" do you mean like a visual on affected units, instead of a visual around the PDD to define its range? Yes, easily possible. Just make the actor create itself when the behavior is turned on, it'll automatically attach itself to the unit with the behavior. Have it destroy itself when the behavior is turned off. (Behavior.(your behavior).On and Off are the actor events you need)
If you did not mean this, I don't really know what you are asking for. All visuals are models (or textures or text tags, but the latter two don't really apply here, and no other exceptions come to mind currently)
EDIT: Or do you mean applying a tint or different opacity to affected units? That can be done by again creating an actor when the behavior is added and destroying it when the behavior is removed. On ActorCreation, use "Set Tint Color" or whatever you want to use, and while you have it selected there should be an empty box in the top right (I think it's labeled "Target"), write _Unit in there (Capitalization is important) that will make it apply that message to the closest unit actor (Which ends up being the unit it is attached to by default). You'll want to reset tint to white when the actor is destroyed. Also set that actors model to "invisible" if you dont want a model to show up as well.
Sorry for being unclear.
Simply put, I want a red wide circle appear around the PDD that is visual to all players. That circle represents the area of effect of the PDD. If units stand inside the circle, they get effected by the PDD. If they are outside, they are not effected. A nice visual border around the PDD.
I will try your methods :)
EDIT: Yep It worked well. I created an additional actor + model and linked it via events to the PDD-model.
One more thing thought:
I want the red circle model be closer to the ground. Right now it is in the air (since the PDD is in the air) I lowered the height of the PDD unit so it is connected with the ground, and the red circle is also that now.
The problem is when a player places a PDD via the Raven spell. The model "Point defense drone placement" is a model that indicates that the PDD shall be spawned in the air. Which makes the whole spell look glitchy.
Is there any way of lowering the height of a model? (the "Ponit defense drone placement" model)
create an actor of type "Site Operation (Local Offset)", set its Z offset to the opposite of the PDDs height (So if its height is 3 make the offset -3), then in the model's actor there is a field in the hosting area called "site operations" or "hosting site operations" or something along those lines, you can add site operations in that fields, add yours in there and it should work (You can keep the PDD at it's original height then)
If you want to keep the PDD on the floor and lower the placement model, I wouldn't know how to. I'd take a look in the models tab and see if there was a height field or something along those lines. Or check if it has an actor for the placement model, you can probably modify its height there, and if not you can just add the site operation to that actor instead. But I dont think placements usually have actors.
I think you could also use "SOpShadow" (something like that) as your site operation and the model would be on the ground.
@Nahotnoj: Go
Could be, I never used SOpShadow (I never needed to attach something to the ground, so yeah...), so see if that one works :)
It can not be added to the Point Defense Drone Placement model. Works on the normal PDD model though and it looks nice.
But upon release, the Point defense drone placement - model make it look like the PDD will be placed in the air.. and suddenly it pops on the ground :(
@Kabelkorven: Go
Wait, what are you doing now? Isn't the PDD supposed to be in the air? The site operation is supposed to go on the circle model so that the circle is on the ground, and not the PDD. Make the PDD use it's default height again.
The problem with it is that the red circle model also has a sphere in the middle. That sphere is supposed to spin around the PDD. If I lower the red circle model to the ground, the red circle looks good. But the spinning sphere below the PDD looks retarded.
So right now I am messing around with the models & actors to try to find a solution.
(Its not that big of a deal if the spell looks a little bit weird. As long as it works as intended, which it does now.)
When a player selects to cast PDD, the spells show a small dot on where you can cast the spell. I would like to add a big splat actor to it that shows the area that the PDD will cover. I add a splat actor to the spell (like other spells have) but I can´t get it to show a large enough area.
How can I add a splat actor that adds a large area of effect - indicator to a spell that is actually not an area of effect spell?