Is there a way to run galaxy code for one specific player, similar to how GetLocalPlayer() worked in Wc3?
I need fog- and lightsettings that differs depending on the player/environment, the natives won't let me input a specific player.
That's a big letdown for what I had in mind. I'll have to settle with a static setting then.
Thanks for the answer!
Any suggestions/ideas on how to set up fog and/or light for specific players would be most welcome! (Does not necessarily have to be changeable in-game)
There are no parts of the public API except for actors that are not synchronous,
actors are a bit of a special case and it's pretty much undefined if they will async or in-sync.
So basically no you cannot access the local player, because there's no use for it.
@caspersc: Go
So basically no you cannot access the local player, because there's no use for it.
Not sure if I understood you correctly there, but I could se a lot of uses in being able to do visual settings locally, if Blizzard hadn't made it impossible to do so.
I've been tinkering with actors in the Data Editor (Wrong forum, but related to this thread's topic). I'm trying to set up a unit to display different actors for different players using the "Actor - Filter" field, I am however, having severe difficulties as the field doesn't seem to affect anything at all.
Quote [ I've been tinkering with actors in the Data Editor (Wrong forum, but related to this thread's topic). I'm trying to set up a unit to display different actors for different players using the "Actor - Filter" field, I am however, having severe difficulties as the field doesn't seem to affect anything at all.
]
You can do this by modifing the Catalog Field Value with triggers ... you can change the Model that actors are set to use based off the player so i could change the model the marine actor uses for each player. ie player 1 zerg model ,player 2 zealot model, player 3 tank model. but the unit sounds/weapons will still be the original unit. Youd have to change a slew of other properties just to get the units to behave like what they look like
But doing that is a bit backwards because of the way /units/actors/models rely on eachother youll end up with not all the animations/sounds working and such. If you want each player using a different unit I would suggest spawning the actual unit you want that player to use
Setting the actors model with Catalog Field Value gave me an error so I'll have to scrap that idea.
I'm not trying to morph unittypes into others like you suggest. I'm only trying to give an unittype a halo effect that'll only show for the player owning them.
I'd hoped to do it with the Actor Filter, which seems simple to use. Unfortunately, I am either doing something very wrong - or, this field, like many others, appear to do nothing.
I'm working on a horror map with one team of marines and one team of Zergs. The marines will be running around in near pitch-black, using their flashlights to navigate.
The Zergs however would look pretty dumb with flashlights, so I need them to be able to track the movement of the marines another way.
I had hoped to be able to give them a different fog- and light setting than the marines. But as I can't set fog and light specifically for different players I had to scrap that idea. I was then hoping to let the Zergs locate the marines through their halos (which of course wouldn't be visible for the marines themselves).
According to the thread I linked a few posts up this could be achieved by using different actors (one with halo, one without) on the same unit, and show them for the correct players using "Actor - Filter".
As neither of these solutions seem to be working, I'm running out of ideas.
I'm thinking dummy units with invisibility attached to the marine owned by the zerg player might work. Idk if you can use that halo model for the dummy unit. That will also give vision of the enemy unit.
Edit: Just realized this thread has been dead for ages... Sry =P
Is there a way to run galaxy code for one specific player, similar to how GetLocalPlayer() worked in Wc3?
I need fog- and lightsettings that differs depending on the player/environment, the natives won't let me input a specific player.
Any ideas?
No equivalent to GetLocalPlayer() exists. I think your ideas are impossible, at least via scripting.
That's a big letdown for what I had in mind. I'll have to settle with a static setting then.
Thanks for the answer!
Any suggestions/ideas on how to set up fog and/or light for specific players would be most welcome! (Does not necessarily have to be changeable in-game)
fog and lighting for map are global as far as i can tell
what exactly would you be using "get local player " for?
you can run things against
Pick each player in player group(active players) which will loop though all players that are playing.....
Afaik using "Pick each player in player group (active players)" will only work on actions that take a player as a parameter?
I want to run a function locally which normally doesn't take any player parameters.
Example:
There are no parts of the public API except for actors that are not synchronous, actors are a bit of a special case and it's pretty much undefined if they will async or in-sync.
So basically no you cannot access the local player, because there's no use for it.
@caspersc: Go So basically no you cannot access the local player, because there's no use for it.
Not sure if I understood you correctly there, but I could se a lot of uses in being able to do visual settings locally, if Blizzard hadn't made it impossible to do so.
I've been tinkering with actors in the Data Editor (Wrong forum, but related to this thread's topic). I'm trying to set up a unit to display different actors for different players using the "Actor - Filter" field, I am however, having severe difficulties as the field doesn't seem to affect anything at all.
This would be an acceptable solution that I found here (http://forums.sc2mapster.com/development/map-development/3041-setting-tint-on-a-unit-for-only-one-player/). Does anyone have any clues as of why it might not work?
I'm also lurking around for a way to change the halo's colour, if possible.
What exactly do you mean by "locally"
Quote [
I've been tinkering with actors in the Data Editor (Wrong forum, but related to this thread's topic). I'm trying to set up a unit to display different actors for different players using the "Actor - Filter" field, I am however, having severe difficulties as the field doesn't seem to affect anything at all.]
You can do this by modifing the Catalog Field Value with triggers ... you can change the Model that actors are set to use based off the player so i could change the model the marine actor uses for each player. ie player 1 zerg model ,player 2 zealot model, player 3 tank model. but the unit sounds/weapons will still be the original unit. Youd have to change a slew of other properties just to get the units to behave like what they look like
But doing that is a bit backwards because of the way /units/actors/models rely on eachother youll end up with not all the animations/sounds working and such. If you want each player using a different unit I would suggest spawning the actual unit you want that player to use
changing actors color is "Send actor Message"
@SouLCarveRR: Go
Most values cannot be changed by Catalog Field Value. I'm pretty sure Model is one of those that are unchangable.
Setting the actors model with Catalog Field Value gave me an error so I'll have to scrap that idea.
I'm not trying to morph unittypes into others like you suggest. I'm only trying to give an unittype a halo effect that'll only show for the player owning them.
I'd hoped to do it with the Actor Filter, which seems simple to use. Unfortunately, I am either doing something very wrong - or, this field, like many others, appear to do nothing.
Im pretty sure ive changed models with the Set Catalog Field Value before
Why do you need a halo on a unit that will only show for the player that owns the unit.... whats the point of this?
I'm working on a horror map with one team of marines and one team of Zergs. The marines will be running around in near pitch-black, using their flashlights to navigate.
The Zergs however would look pretty dumb with flashlights, so I need them to be able to track the movement of the marines another way.
I had hoped to be able to give them a different fog- and light setting than the marines. But as I can't set fog and light specifically for different players I had to scrap that idea. I was then hoping to let the Zergs locate the marines through their halos (which of course wouldn't be visible for the marines themselves).
According to the thread I linked a few posts up this could be achieved by using different actors (one with halo, one without) on the same unit, and show them for the correct players using "Actor - Filter".
As neither of these solutions seem to be working, I'm running out of ideas.
@Thunder_Eye: Go
I'm thinking dummy units with invisibility attached to the marine owned by the zerg player might work. Idk if you can use that halo model for the dummy unit. That will also give vision of the enemy unit.
Edit: Just realized this thread has been dead for ages... Sry =P