Hi everyone. is it possible to make build-able cliffs, like the ones in the terrain editor? or is it possible to make buildings that act exactly like cliffs and perhaps can even be destroyed?
All it needs is the right footprint. Problem is footprints are direction specific. It is the same principle as making a bridge doodad that spans multiple cliffs. Guess you will require a placement footprint that on the one layer requires a cliff for placement at a specific orientation.
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You can modify SCV build ability and make any doodad buidable this way. For example Rock (Giant) and Rock (Large). This is at least possible. You may want to edit destructible rocks also to create destructible terrain.
I see that custom footprints can be made in the editor via XML, but how can someone make it so that a footprint leads upwards like a ramp, or puts a unit at a higher Z-position like a cliff? Going even further, could that custom ramp lead up to cliffs?
Fantastic. last question, is it possible to change a buildings model based on what it is next to? for example, if I build a wall section below and to the right of another, could I make the first wall section change to a diagonal piece to line up with it? kind of like how cliffs are formed in the editor
There is a footprints editor in the data editor. No need for XML anymore since they fixed the bug which broke the footprints editor.
Just make a building unit under the Units data type and give it a footprint in the Movement: Pathing Footprint field that has a pathable region that extends at least one square of the smallest division over the edge of the unpathable part of the cliff and covers the whole unpathable part.
The footprint cannot affect the Z height so the unit would go like a colossus of being at the base of the cliff and then suddenly increase in height. Some models introduced in HOTS have a property that any unit walking over then has the height of the actor raised to be on top of the model. There are some stair doodad models with this property and several of the HOTS campaign platforms including the Invisible Platform model. Just have one of those with 0 opacity placed at the right incline to give the impression of the unit climbing up the ramp.
Your last question would be possible using a Region actor that uses a Query Persistent event action that uses a Query Response actor to send a Signal event action to your Query Director (casting actor that created the Region actor). Have two regions offset using a SOp(Local Offset) SOP on either side of your Unit actor that if it detects another actor with the correct Alias (eg. _Burnable is used for the tree killer) it sends the signal which can then be used for your connection visuals. You could even have animations of the parts connecting together is you wanted to make the effort.
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Hi DrSuperEvil, I'm sorry to do this, but I'm pretty confused about your response to the last question, I managed to make an actor with a signal event but I only got that far, it's quite overwhelming. could you break down your instructions a bit? sorry about the hassle
I would advise looking at the Char Doodad Anim Monitor actor of the Char Weed doodad as an example. Like all actors with the event actions make sure you are referencing the correct target actor. Also the Char Doodad Pop Up/Down actors which are the Query Responses. Sorry got a bit confused as to what field the query director selection had to go into.
In short what you want to do is get your main Unit actor to create the Region actors at offsets to itself. These regions then use a Query Response actor to detect if there are any other ramp unit actors nearby (make sure the regions are not detecting the creating actor just through the offset). This query response sends a signal to the director. The director (the Region actor) then sends a signal back to the ::Creator or just does the visual affecting event actions itself).
Signal event actions send a signal to a target which needs to be specified. This is picked up by a Signal event under the events of the target actor. This then does what you want.
Ok.. I think I've wrapped my head around this. Sorry for my tardiness, but I'm very new to the galaxy editor and it sometimes gives me a headache, though I am determined to learn it.
This is how I perceive it, is this correct? (please excuse my terrible hand writing)
I would just get the Unit actor of your wall unit to create the region actors.
You could also get the query response to send the signal to your unit actor directly.
Unlike doodads who can use a footprint under the actor, the footprints of units are determined by the unit itself and not the actor. To change the footprint would require your unit to morph into another unit with a different footprint (like a gate). Doodads also have a problem that their footprint is permanent even if you destroy them so are not suited for dynamic change. As you are just painting pathable terrain over otherwise unpathable terrain if you design your footprints correctly that they overlap in the right way there should be no need to change the footprints.
How does one create region actors from the unit actor? is that through an event? on creation or something? would the regions do their checks through events as well?
I have the 'Wall' unit, which is the model for the wall itself. in the walls' events, I planned to attach all 8 region actors, to sense other walls at cardinal directions around the initial wall. to this end, I set the 'ActorCreation' event to create the 'RegionSense' actors, which are of the actor type 'Region'. I don't know how to create them with an offset, or for that matter how to make more than 1. I'm actually not sure if the region actors are being made at all, when does 'ActorCreation' fire? I have a QueryResponse actor set up, though I am not sure where to add it.
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Hi everyone. is it possible to make build-able cliffs, like the ones in the terrain editor? or is it possible to make buildings that act exactly like cliffs and perhaps can even be destroyed?
I guess what I'm asking for is if you can build walkable buildings, and ramp buildings too
All it needs is the right footprint. Problem is footprints are direction specific. It is the same principle as making a bridge doodad that spans multiple cliffs. Guess you will require a placement footprint that on the one layer requires a cliff for placement at a specific orientation.
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
Are footprints a property that can be edited on a building? this also needs to be a building that units can make
You can modify SCV build ability and make any doodad buidable this way. For example Rock (Giant) and Rock (Large). This is at least possible. You may want to edit destructible rocks also to create destructible terrain.
I see that custom footprints can be made in the editor via XML, but how can someone make it so that a footprint leads upwards like a ramp, or puts a unit at a higher Z-position like a cliff? Going even further, could that custom ramp lead up to cliffs?
Yes, it's possible.
Check out the Defendable Walls mod for an example.
Explanation is here: http://www.henrylisowski.com/2013/12/showcase-defendable-walls-sc2.html
Fantastic. last question, is it possible to change a buildings model based on what it is next to? for example, if I build a wall section below and to the right of another, could I make the first wall section change to a diagonal piece to line up with it? kind of like how cliffs are formed in the editor
There is a footprints editor in the data editor. No need for XML anymore since they fixed the bug which broke the footprints editor.
Just make a building unit under the Units data type and give it a footprint in the Movement: Pathing Footprint field that has a pathable region that extends at least one square of the smallest division over the edge of the unpathable part of the cliff and covers the whole unpathable part.
The footprint cannot affect the Z height so the unit would go like a colossus of being at the base of the cliff and then suddenly increase in height. Some models introduced in HOTS have a property that any unit walking over then has the height of the actor raised to be on top of the model. There are some stair doodad models with this property and several of the HOTS campaign platforms including the Invisible Platform model. Just have one of those with 0 opacity placed at the right incline to give the impression of the unit climbing up the ramp.
Your last question would be possible using a Region actor that uses a Query Persistent event action that uses a Query Response actor to send a Signal event action to your Query Director (casting actor that created the Region actor). Have two regions offset using a SOp(Local Offset) SOP on either side of your Unit actor that if it detects another actor with the correct Alias (eg. _Burnable is used for the tree killer) it sends the signal which can then be used for your connection visuals. You could even have animations of the parts connecting together is you wanted to make the effort.
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 would those solutions work for buildings that get constructed by the player or would they only work on buildings placed in the editor?
Hi DrSuperEvil, I'm sorry to do this, but I'm pretty confused about your response to the last question, I managed to make an actor with a signal event but I only got that far, it's quite overwhelming. could you break down your instructions a bit? sorry about the hassle
Would also work for those made by the player.
I would advise looking at the Char Doodad Anim Monitor actor of the Char Weed doodad as an example. Like all actors with the event actions make sure you are referencing the correct target actor. Also the Char Doodad Pop Up/Down actors which are the Query Responses. Sorry got a bit confused as to what field the query director selection had to go into.
In short what you want to do is get your main Unit actor to create the Region actors at offsets to itself. These regions then use a Query Response actor to detect if there are any other ramp unit actors nearby (make sure the regions are not detecting the creating actor just through the offset). This query response sends a signal to the director. The director (the Region actor) then sends a signal back to the ::Creator or just does the visual affecting event actions itself).
Signal event actions send a signal to a target which needs to be specified. This is picked up by a Signal event under the events of the target actor. This then does what you want.
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
Thanks so much for your help Doctor, I'll have a look at this later this evening and post my results here.
Ok.. I think I've wrapped my head around this. Sorry for my tardiness, but I'm very new to the galaxy editor and it sometimes gives me a headache, though I am determined to learn it.
This is how I perceive it, is this correct? (please excuse my terrible hand writing)
I would just get the Unit actor of your wall unit to create the region actors.
You could also get the query response to send the signal to your unit actor directly.
Unlike doodads who can use a footprint under the actor, the footprints of units are determined by the unit itself and not the actor. To change the footprint would require your unit to morph into another unit with a different footprint (like a gate). Doodads also have a problem that their footprint is permanent even if you destroy them so are not suited for dynamic change. As you are just painting pathable terrain over otherwise unpathable terrain if you design your footprints correctly that they overlap in the right way there should be no need to change the footprints.
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
How does one create region actors from the unit actor? is that through an event? on creation or something? would the regions do their checks through events as well?
Use the Actor Creation event to use the Create action and then specify what actor to create.
Everything to do with actors doing something involves events.
For your regions use the Actor Creation event to use Query Persistent actions.
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
ok cool, do query persistent actions cause lag if you have to many of them? in my mind I imagine them making calls every frame
Actually they only make a call when there is a change in state.
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
Hi DrSuperEvil, here is where I am atm:
http://imgur.com/bBSJVuh
I have the 'Wall' unit, which is the model for the wall itself. in the walls' events, I planned to attach all 8 region actors, to sense other walls at cardinal directions around the initial wall. to this end, I set the 'ActorCreation' event to create the 'RegionSense' actors, which are of the actor type 'Region'. I don't know how to create them with an offset, or for that matter how to make more than 1. I'm actually not sure if the region actors are being made at all, when does 'ActorCreation' fire? I have a QueryResponse actor set up, though I am not sure where to add it.