my problem: it's essential for my map to change terrain ingame. I already read, that it needs workarounds to do so.
Now I have some questions on these workarounds:
1. Is there a way to have multiple kinds of creeps? Like every creep has another texture?
2. how do i fit the creep to be exactly 1x1 cell large?
I'd appreciate any help here. If I don't find a solution, my map is history :(.
There cant be more than one type of creep (At least all data fields I saw didn't suggest that there could be, as everything creep related doesn't allow different creep values)
For the 1x1 cell, create a footprint that sets a 1x1 area to be creep (Just mess around with the options in the applied layer) and then make a dummy unit or something that has that footprint. I *think* that should work. If not, look at how the creep spread behaviors of the creep tumor, hatchery and overlord work.
I believe you can alter terrain textures using triggers. You could retexture flat models like terrain textures and tile them around using triggers. Creep can only have one texture at once.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
There is no way to change terrain texture ingame
And you can't use different creeps
(AFAIK)
You can place flat units on the ground and cover it all, but this will fuck up your minimap and your cpu unless you're playing in a 32x32 map
Thank you guys. Your answers made some questionmarks disappear.
Now that my only option is a workaround, I'd like to ask you for your opinion on how to achieve the best results.
What I need:
For my escape-like map I need 4 textures.
walkable
unwalkable (units die on contact)
ice (slippy = permanent force moving units in their facing direction)
dark ice (slippy without control = permanent force moving units in their facing direction without the option to change facing angle)
Since It's not me who creates the escapes, but the ingame players ("builders"), it's essential to be able to change all four of the textures.
How I'm currently thinkin of solving the problem:
Make the whole map walkable.
Use constructable 1x1 creep emitters (like Almighty described it) for unwalkable terrain.
Use flat textures (however that may work) for ice and dark ice.
Is that realistic or did I overlook something?
And how does that flat texture thing work after all :/?
Also, for all your placeable units (flat textures and creep emitters), set their minimap radius to 0 to prevent your minimap from being screwed up as qwertz said. The ShapeCube model shouldn't cause any lag I believe, unless you are on a really ancient computer. Still, it wouldn't hurt to have them be bigger than 1x1 so that you need less of them
Hello everyone,
my problem: it's essential for my map to change terrain ingame. I already read, that it needs workarounds to do so. Now I have some questions on these workarounds:
1. Is there a way to have multiple kinds of creeps? Like every creep has another texture? 2. how do i fit the creep to be exactly 1x1 cell large?
I'd appreciate any help here. If I don't find a solution, my map is history :(.
Thanks in advance -
TheuSs
There cant be more than one type of creep (At least all data fields I saw didn't suggest that there could be, as everything creep related doesn't allow different creep values)
For the 1x1 cell, create a footprint that sets a 1x1 area to be creep (Just mess around with the options in the applied layer) and then make a dummy unit or something that has that footprint. I *think* that should work. If not, look at how the creep spread behaviors of the creep tumor, hatchery and overlord work.
I believe you can alter terrain textures using triggers. You could retexture flat models like terrain textures and tile them around using triggers. Creep can only have one texture at once.
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
There is no way to change terrain texture ingame And you can't use different creeps (AFAIK) You can place flat units on the ground and cover it all, but this will fuck up your minimap and your cpu unless you're playing in a 32x32 map
@TheAlmaity: Go @DrSuperEvil: Go @qwertziopuy: Go
Thank you guys. Your answers made some questionmarks disappear. Now that my only option is a workaround, I'd like to ask you for your opinion on how to achieve the best results.
What I need:
For my escape-like map I need 4 textures.
Since It's not me who creates the escapes, but the ingame players ("builders"), it's essential to be able to change all four of the textures.
How I'm currently thinkin of solving the problem:
Is that realistic or did I overlook something?
And how does that flat texture thing work after all :/?
For the flat textures, use Texture Select by ID on the "ShapeCube" model
http://www.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/
It will take a while for you to set this up the first time you do it, but it's worth learning this and it goes rather quickly once you know how to use this.
Also, for all your placeable units (flat textures and creep emitters), set their minimap radius to 0 to prevent your minimap from being screwed up as qwertz said. The ShapeCube model shouldn't cause any lag I believe, unless you are on a really ancient computer. Still, it wouldn't hurt to have them be bigger than 1x1 so that you need less of them
@TheAlmaity: Go
Thanks alot for your fast help. You saved my day ;)!