1) I've got a Jim Raynor hero unit. I don't want him to randomly turn another direction. I've turned off his fidget state. He still moves. What do I do.
2) I want to get rid of the tech patterns and equations that come with the mothership vortex model (which makes absolutely no sense, but I digress). I went through the typical texture-select-by-id process, no errors come up, but no matter what texture I pick, it won't change. After that, I created a new actor & model for the vortex, and still nothing.
So you altered the fidget chance to 0 under the Units data type?
Some textures can be very fussy and need the full name in both the trigger on substring and prefix fields and sometimes a full slot definition (eg. main.emissive) to work.
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So you altered the fidget chance to 0 under the Units data type?
That solved my problem thx. I had to change everything though, not just the chance (turn radius, etc.) I originally did it with triggers.
Quote:
Some textures can be very fussy and need the full name in both the trigger on substring and prefix fields and sometimes a full slot definition (eg. main.emissive) to work.
Does anybody know how to make sound "stackable," if you will? Everytime you play the sound sound again before another instance of it is over, it just restarts. It's like there's only one sound channel.
Use a SOp (Explicit Rotation) to turn it. For dynamic turning use the SOp (Forward Vector) method to follow a scale changing hidden marine overhead attachment.
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4) Is there a way to have separate supply for races like in the last vanilla SC mission? I want the player to be able to build a limited supply of protoss units, as opposed to being able to warp in more units whenever he builds more overlords.
I dunno then. You could have a trigger detect whenever that player created a protoss unit and then Set Unit State: Uses Supply off, and then manually handle the supply used with your own integer variable... but you still wouldn't be able to make a protoss unit if you didn't have sufficient spare supply. I guess you could go through each protoss unit in the editor and remove the supply requirement... but that might not be appropriate to your map.
EDIT: I just made a test map where i had no issue building marines via player 2's (ally with shared spending) barracks.
I just set up the alliances and made sure player 2 had enough minerals and supply. I do not seem to have run into whatever issue you are having.
I'm trying to oppose a supply limit on one controllable race while playing as another race, not just build units via another player. Like the BW mission where you can build a certain amount of dark templar. My ideal scenario would have been two separate supply icons. But I'll mess around with the "Unit State: Uses Supply" instead. Thx for letting me know about that.
You can get two separate supply icons. You just have to custom make the one for protoss. Basically just make a small dialog with background image set to black.dds and add an image dialog item for the supply icon and a label item for the readout, and periodically update the label to read out the protoss supply usage.
Anybody know what's up with the change portrait border trigger? It gives you an error that it doesn't accept strings? Does it just not work or something?
Alright, back to my sound question. How do you play the same sound through the "play sound at point" trigger without the sound resetting? Here's an example of what I mean.
1) I've got a Jim Raynor hero unit. I don't want him to randomly turn another direction. I've turned off his fidget state. He still moves. What do I do.
2) I want to get rid of the tech patterns and equations that come with the mothership vortex model (which makes absolutely no sense, but I digress). I went through the typical texture-select-by-id process, no errors come up, but no matter what texture I pick, it won't change. After that, I created a new actor & model for the vortex, and still nothing.
So you altered the fidget chance to 0 under the Units data type?
Some textures can be very fussy and need the full name in both the trigger on substring and prefix fields and sometimes a full slot definition (eg. main.emissive) to work.
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
3) Is there any way to change the default facing of a unit? Tychus is pointed to the side instead of the front because he's carrying a huge gun.
That solved my problem thx. I had to change everything though, not just the chance (turn radius, etc.) I originally did it with triggers.
Still doesn't work. Here's a map. =/
Does anybody know how to make sound "stackable," if you will? Everytime you play the sound sound again before another instance of it is over, it just restarts. It's like there's only one sound channel.
Use a SOp (Explicit Rotation) to turn it. For dynamic turning use the SOp (Forward Vector) method to follow a scale changing hidden marine overhead attachment.
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
Thank you Dr. Evil.
4) Is there a way to have separate supply for races like in the last vanilla SC mission? I want the player to be able to build a limited supply of protoss units, as opposed to being able to warp in more units whenever he builds more overlords.
@Gradius12: Go
Perhaps have a dummy ally player own all the protoss junk and have it give the user control?
Tried that. Says "you can't spend the other player's resources" even after I enabled resource sharing. :/
@Gradius12: Go
There is a trigger, set alliance aspect. One of the aspects you can choose is resource spending(distinct from resource trading).
Already did it. I don't think it works with a non-human player.
@Gradius12: Go
I dunno then. You could have a trigger detect whenever that player created a protoss unit and then Set Unit State: Uses Supply off, and then manually handle the supply used with your own integer variable... but you still wouldn't be able to make a protoss unit if you didn't have sufficient spare supply. I guess you could go through each protoss unit in the editor and remove the supply requirement... but that might not be appropriate to your map.
EDIT: I just made a test map where i had no issue building marines via player 2's (ally with shared spending) barracks. I just set up the alliances and made sure player 2 had enough minerals and supply. I do not seem to have run into whatever issue you are having.
I'm trying to oppose a supply limit on one controllable race while playing as another race, not just build units via another player. Like the BW mission where you can build a certain amount of dark templar. My ideal scenario would have been two separate supply icons. But I'll mess around with the "Unit State: Uses Supply" instead. Thx for letting me know about that.
@Gradius12: Go
You can get two separate supply icons. You just have to custom make the one for protoss. Basically just make a small dialog with background image set to black.dds and add an image dialog item for the supply icon and a label item for the readout, and periodically update the label to read out the protoss supply usage.
Anybody know what's up with the change portrait border trigger? It gives you an error that it doesn't accept strings? Does it just not work or something?
Alright, back to my sound question. How do you play the same sound through the "play sound at point" trigger without the sound resetting? Here's an example of what I mean.
SC2:
http://sclegacy.com/_staff/gradius/SC2.mp3
What's supposed to happen:
http://sclegacy.com/_staff/gradius/reality.mp3
Can't create realistic cinematics in this game if you can only play one instance of a sound at a time. <_<