1. How do you modify the Loading Screen image with a custom tga file? I've found that you can import files with F9 but the loading screen file browser does not allow you to browse any outside directories.
2. How do you create a trigger to change the value of a Unit Property field? For example I want the player to be able to stack Spine Crawlers on top of each other. In order to do this you must change
Pathing-PathingFootprint
to
Footprint2x2PlacementOnly
The problem with this, however, is that units can now walk through this building. So how would I go about changing this value back later? Set Unit Property is the closest thing I've found but it only has a list of some very basic properties.
3. Say I want to let only drones pass through buildings. Which values would I modify without changing the drone's Mover property to Fly?
Holding down shift allows you to "force" place units and various other stuff, this means intersecting buildings, units in lava or in deep cannons, etc etc.
Holding down shift allows you to "force" place units and various other stuff, this means intersecting buildings, units in lava or in deep cannons, etc etc.
Thank you for not reading my question. I want the player to be able to stack buildings. I don't care if you can intersect buildings with the editor placement.
3) You want to edit the Collision attribute. Remove the Ground collision of your Drone and it will not collide anymore with all the ground units. You can define your own type of collision.
3) You want to edit the Collision attribute. Remove the Ground collision of your Drone and it will not collide anymore with all the ground units. You can define your own type of collision.
I'm guessing that you are talking about
Stats-Collide
since there is no Collision attribute.
If that's the case then I've already tried this. My drone unit has no Collide flags yet still can't walk through buildings.
Tried this, no dice. It seems like collision is solely dependent upon the Pathing Footprint attribute of a building. Without a Pathing Footprint any units can walk through a building. Units can walk through each other just fine if you turn off their Collide flags but they still can't walk through units (namely Buildings) that have Pathing Footprints. Unless, of course, I'm missing something.
1. How do you modify the Loading Screen image with a custom tga file? I've found that you can import files with F9 but the loading screen file browser does not allow you to browse any outside directories.
After you import your custom files from using f9, Save
Go back to the Map Properties->Loading Screen
Browse for your custom file
After you import your custom files from using f9, Save
Go back to the Map Properties->Loading Screen
Browse for your custom file
Easy peasy..
- Doug
That was easy, actually. The thing I missed was the Save part. Literally nothing else I've encountered in the editor requires you to Save before you do something. Thanks!
2. How do you create a trigger to change the value of a Unit Property field? For example I want the player to be able to stack Spine Crawlers on top of each other. In order to do this you must change
Pathing - Pathing Footprint
to
Footprint 2x2 Placement Only
The problem with this, however, is that units can now walk through this building. So how would I go about changing this value back later? Set Unit Property is the closest thing I've found but it only has a list of some very basic properties.
3. Say I want to let only drones pass through buildings. Which values would I modify without changing the drone's Mover property to Fly?
I was able to make my cannons stackable by taking the "Movement - Collide" property in data editor, and deselecting everything in it. it allows the cannons to be stacked, while still retaining their unit blocking property.
But, the only way i've found to let the builder(Probe in my case) to get to the thing is to make him fly. but that kindof buggs me since if he goes to the wrong part of the map, he can get killed by what's supposed to kill the "civs".
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1. How do you modify the Loading Screen image with a custom tga file? I've found that you can import files with F9 but the loading screen file browser does not allow you to browse any outside directories.
2. How do you create a trigger to change the value of a Unit Property field? For example I want the player to be able to stack Spine Crawlers on top of each other. In order to do this you must change
to
The problem with this, however, is that units can now walk through this building. So how would I go about changing this value back later? Set Unit Property is the closest thing I've found but it only has a list of some very basic properties.
3. Say I want to let only drones pass through buildings. Which values would I modify without changing the drone's Mover property to Fly?
Holding down shift allows you to "force" place units and various other stuff, this means intersecting buildings, units in lava or in deep cannons, etc etc.
Thank you for not reading my question. I want the player to be able to stack buildings. I don't care if you can intersect buildings with the editor placement.
3) You want to edit the
Collision
attribute. Remove the Ground collision of your Drone and it will not collide anymore with all the ground units. You can define your own type of collision.I'm guessing that you are talking about
since there is no Collision attribute.
If that's the case then I've already tried this. My drone unit has no Collide flags yet still can't walk through buildings.
transform structure to unit =)
Tried this, no dice. It seems like collision is solely dependent upon the Pathing Footprint attribute of a building. Without a Pathing Footprint any units can walk through a building. Units can walk through each other just fine if you turn off their Collide flags but they still can't walk through units (namely Buildings) that have Pathing Footprints. Unless, of course, I'm missing something.
After you import your custom files from using f9, Save
Go back to the Map Properties->Loading Screen
Browse for your custom file
Easy peasy..
- Doug
That was easy, actually. The thing I missed was the Save part. Literally nothing else I've encountered in the editor requires you to Save before you do something. Thanks!
I was able to make my cannons stackable by taking the "Movement - Collide" property in data editor, and deselecting everything in it. it allows the cannons to be stacked, while still retaining their unit blocking property.
But, the only way i've found to let the builder(Probe in my case) to get to the thing is to make him fly. but that kindof buggs me since if he goes to the wrong part of the map, he can get killed by what's supposed to kill the "civs".