Here is a list that people can check before they ask:
Not Possible (that we know of)
Removing the flashlight from some units, including Tychus, Egon and Swann without modifying the model externally.
Using player color for some models incudling Tychus and Raynor without modifying the model externally (there might be a workaround by attaching other models)
Creating custom portraits from existing models
Changing a units Target - Attack Target Priority outside the data editor
Changing a players race during the game (and the race UI) - you can change their units, but not their underlying race.
impossible to get an XYZ point from a unit's attach point.
Let me know what needs to be added, or if anything on the list is actually possible.
Telling the Editor to do something by shouting at it.
Making the Editor write love poems.
You might notice the sarcasm in my words :0
1), 2) and 3) are possible by editing the model itself. The Flashlight is an integral part of the model, I also can't just chop off a dude's arm in the editor. And player colors are just not on the model - if they're not existent then you can't use it. Custom portraits can be created (hence custom), you just need to add a model camera to the model and you should be able to use it as a portrait.
A list of impossible things would be as long as human imagination lasts. The GE just isn't omnipotent. Just when I think about what the editor can't do I get overwhelmed by the sheer amount of things that come to my mind.
You have to modify the model. The model just doesn't have a camera. Well, even if the model did the portrait wouldn't look very good as it's such a low quality model.
Still, I believe there is a portrait for the Tauren Marine, I think I saw it during a funmap, so you might want to check your Data Editor.
I've had a look and can't find it unless it's named differently, or part of a depency I'm not using. I guess I should include them all and see if it shows up :(
5. Changing a players race during the game (and the race UI)
Changing the actual race you're playing is pretty easy... just have a trigger that removes your Command Center and replaces it with a Nexus or whatever, then do the same with workers. The UI won't change, but does that really matter? Will having a Terran-style interface while you use Protoss units just totally ruin your whole day? ;)
The race is important for he look and feel of your map, especially if it is more of a high-end map. Your race decides what voice you hear when an alert pops up. (and possibly the worker idle icon, not sure) So if you are playing a map and you have a hero who is a dark Templar, it will look and sound bad to be the zerg race. Example:
your hero: hi I would like to buy the rune of healing
computer: we need more minnnneerrrallzzzzzz.
your hero: ??
So yeah, its not super important but it would be nice to change.
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Regarding point #4, is it possible to access and change more unit properties if you do it directly via galaxy script as opposed to triggers? Or are you still limited to what can be done via triggers?
The race is important for he look and feel of your map, especially if it is more of a high-end map. Your race decides what voice you hear when an alert pops up. (and possibly the worker idle icon, not sure) So if you are playing a map and you have a hero who is a dark Templar, it will look and sound bad to be the zerg race. Example:
your hero: hi I would like to buy the rune of healing
computer: we need more minnnneerrrallzzzzzz.
your hero: ??
So yeah, its not super important but it would be nice to change.
In fact all alert sounds can be change from within the data editor. Look for alerts. Or you can just disable them and play sounds yourself through trigger. The same goes with some UI element like cursor, race tint color. just look look under race (that's where you get to create your own race). I'm not sure the UI model can be changed there however. They did have model in the previewer
4.Changing a units Target - Attack Target Priority outside the data editor
This is possible by triggers
You can simulate searching enemies around unit and use your priority rules to take the target you need.
Then you can order your unit to attack target.
So this is possible by using only trigger.
If someone need detailed step by step tutorial, i may help.
So you have to manually give targetting orders via a trigger? I know you can do that sort of thing, but it's still not possible to change the attack priority property so that the AI handles the rest.
Are there more specific actions that make it quite easily to do?
When you simulates searching enemy in trigger, you do some sort of:
Pick each unit in region entire map, with filters... for e.g. player = pc
Set variable AttackerUnit = picked unit
Set variable MinHP = 1
pick each unit in region (circle at point position of AttackerUnit with radius 6)
Now we will do priority sorting. For example i'd like to select target enemy with lowest percent hp.
1. Get picked unit property hp percent current
2. if picked unit property hp percent current < MinHP then
Set variable MinHP = picked unit property hp percent current
Set variable TargetUnit = picked unit.
after this sorting, we will receave TargetUnit with smaller hp percent. and we can order AttackerUnit order Attack TargetUnit.
Yeah, it's just a shame the exact same thing can be done by changing a single paramenter.
I've decided not to use a threat system anyway, I don't like how it works even with the build in priority system. The problem is if HeroA has a attack priority of 11 and HeroB has an attack priority of 12, the enemy will all try and attack HeroB, even if it means they run around in ciircles trying to attack him, completely ignoring HeroA who is standing near by.
I might end up doing similar to what you have mentioned as a taunt ability that fires once off instead, at least that could be useful.
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Here is a list that people can check before they ask:
Let me know what needs to be added, or if anything on the list is actually possible.
Some more things:
You might notice the sarcasm in my words :0
1), 2) and 3) are possible by editing the model itself. The Flashlight is an integral part of the model, I also can't just chop off a dude's arm in the editor. And player colors are just not on the model - if they're not existent then you can't use it. Custom portraits can be created (hence custom), you just need to add a model camera to the model and you should be able to use it as a portrait.
A list of impossible things would be as long as human imagination lasts. The GE just isn't omnipotent. Just when I think about what the editor can't do I get overwhelmed by the sheer amount of things that come to my mind.
Okay I should have clarified that it's a list of things that people have asked that aren't possible at least without the aid of third party apps.
Regarding custom portraits, can this all be done in the GE, or do you need to setup the model externally and import it? I tried creating a portrait for the Tauren without any luck, if you know how then help would be appreciated: http://forums.sc2mapster.com/development/map-development/7600-can-you-make-your-own-portraits-from-existing-models/
You have to modify the model. The model just doesn't have a camera. Well, even if the model did the portrait wouldn't look very good as it's such a low quality model.
Okay so my point stands, you can't make custom portraits from existing models ;(
Quote from KratsAU:
Okay so my point stands, you can't make custom portraits from existing models ;(
----
You can. The same way you had to do it in WarCraft 3. You have to add a cam to the model and name it in the right way.
So do you modify the Model Object, or do you need to modify the model in an external program?
Could please provide some quick steps on how to do this, I tried creating a custom camera and adding it but couldn't get anything to work.
I did lots of stuff in Wc3, but this wasn't actually one of them.
You have to modify the model in 3DS Max. As you have to do with EVERYTHING that regards the model directly. As you have to with any other game =)
I suggest taking a look at the portraits. Though without a highpoly-torso, I wouldn't even start it up.
Still, I believe there is a portrait for the Tauren Marine, I think I saw it during a funmap, so you might want to check your Data Editor.
Yeah so what I meant was it's not possible with the current model, you have to export it and change it then import the new model.
I've had a look and can't find it unless it's named differently, or part of a depency I'm not using. I guess I should include them all and see if it shows up :(
Changing the actual race you're playing is pretty easy... just have a trigger that removes your Command Center and replaces it with a Nexus or whatever, then do the same with workers. The UI won't change, but does that really matter? Will having a Terran-style interface while you use Protoss units just totally ruin your whole day? ;)
The race is important for he look and feel of your map, especially if it is more of a high-end map. Your race decides what voice you hear when an alert pops up. (and possibly the worker idle icon, not sure) So if you are playing a map and you have a hero who is a dark Templar, it will look and sound bad to be the zerg race. Example:
your hero: hi I would like to buy the rune of healing
computer: we need more minnnneerrrallzzzzzz.
your hero: ??
So yeah, its not super important but it would be nice to change.
AFAIK it's entirely impossible to get an XYZ point from a unit's attach point.
It's irrelevant really, it's still impossible to change the underlying race.
For my use I specifically want to change the UI based on the race the player chooses after they are in-game via dialogs, but I can't :(
Regarding point #4, is it possible to access and change more unit properties if you do it directly via galaxy script as opposed to triggers? Or are you still limited to what can be done via triggers?
@KratsAU: Go
You're limited to what you can access via GUI, too.
In fact all alert sounds can be change from within the data editor. Look for alerts. Or you can just disable them and play sounds yourself through trigger. The same goes with some UI element like cursor, race tint color. just look look under race (that's where you get to create your own race). I'm not sure the UI model can be changed there however. They did have model in the previewer
4.Changing a units Target - Attack Target Priority outside the data editor
This is possible by triggers
You can simulate searching enemies around unit and use your priority rules to take the target you need.
Then you can order your unit to attack target.
So this is possible by using only trigger.
If someone need detailed step by step tutorial, i may help.
So you have to manually give targetting orders via a trigger? I know you can do that sort of thing, but it's still not possible to change the attack priority property so that the AI handles the rest.
Are there more specific actions that make it quite easily to do?
@KratsAU: Go
When you simulates searching enemy in trigger, you do some sort of:
Pick each unit in region entire map, with filters... for e.g. player = pc
Set variable AttackerUnit = picked unit
Set variable MinHP = 1
pick each unit in region (circle at point position of AttackerUnit with radius 6)
Now we will do priority sorting. For example i'd like to select target enemy with lowest percent hp.
1. Get picked unit property hp percent current
2. if picked unit property hp percent current < MinHP then
Set variable MinHP = picked unit property hp percent current
Set variable TargetUnit = picked unit.
after this sorting, we will receave TargetUnit with smaller hp percent. and we can order AttackerUnit order Attack TargetUnit.
Yeah, it's just a shame the exact same thing can be done by changing a single paramenter.
I've decided not to use a threat system anyway, I don't like how it works even with the build in priority system. The problem is if HeroA has a attack priority of 11 and HeroB has an attack priority of 12, the enemy will all try and attack HeroB, even if it means they run around in ciircles trying to attack him, completely ignoring HeroA who is standing near by.
I might end up doing similar to what you have mentioned as a taunt ability that fires once off instead, at least that could be useful.