Both of these can be achieve easily in the Data Module.
To change a unit's interaction radius, go to the Unit you want to change.
Click on the unit in the Units tab. Go to Movement and find (Basic) Movement: Radius. Change it to whatever you like
To change a unit's size, you need to find it's actor. Then you go under Art tab and find Art: Scale. There should be three buttons each saying "1.0"
There you can change the size of the unit, so if you put "2.0" it will be double the size as normal. Make sure to change it's size in all three dimensions as the unit will otherwise look really weird.
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
I think he wants to be able to change the sizes in-game.
not sure how to change the radius, but you can set up an random buff that can be applied (either through triggers or data depending on how/when you want the model to change in size) then just go to the Actors tab and create and Event Macro. In the actor add the event-> Behavior.your buff.On Action-> set unit scale. Then just add the Event Macro to the Event Macro+ for the unit actors that you want to be affected.
Or, if you want to do it manually on a unit by unit individual basis, you can just go directly into the unit actors and add the above mentioned event there to tweak how individual units are affected by the dummy buff.
Thanks everyone, indeed I intended to change a unit type's size (Radius and Model Scale) while the game is in progress (Not an individual).
TyaStarcraft's post worked perfectly, the only limitation of this method is that I can't loop small size increases (But I can easily manage by setting the size stages manually).
I will be using this in my current "monster" map where I make the player's monsters progressively bigger. The galaxy editor certainly has some merits.
You can use "Combine Strings" in combination with "Convert Real to String" to set the scale using a variable when setting the catalog field value. (So you don't have to set the size stages manually)
I had a small problem but managed to fix it. Thanks guys.
I currently have 1 perma growth trigger (That transitions sizes so the units are literally growing every 0.001 seconds), and another trigger which enables the first trigger up to 6 times whenever I press the 'G' key.
BTW would these triggers lag in online multiplayer?
Not sure about the lag of that, you could test it out...
By the way the minimum wait time for a periodic trigger is 0.0625 seconds so if you put in 0.001 it will actually be pushed up to 0.0625, which is a useful thing to know.
The trigger I made (Which Sets Scale and Radius every 0.001 seconds) seems to work very smoothly in editor tests and can be applied to nearly any unit.
My setup can change size and radius of any unit, for any specific individual player (Loving it).
Is this setup not viable or is your post an alternative? I'm still new, so I don't know any better.
I am already using Records, PlayerCount local variables (I use them to loop through 6 players with "While") and Arrays (For 6 player variables in one). And I have already used them to make: Monster Eating / Spawning, Monster Population Control, and Monster Size Increase. Each with a single trigger and for all players and all units.
The trigger editor is fairly user friendly (I've worked with trigger in another game before), looks like my only enemy will be the data editor.
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By which I mean the "radius" (It's interaction size) and its Scale (The Model's size).
Not sure if this can be achieved through data or triggers.
You can change a unit type's interaction radius on the fly. I don't believe you can change a individual.
Both of these can be achieve easily in the Data Module.
To change a unit's interaction radius, go to the Unit you want to change. Click on the unit in the Units tab. Go to Movement and find (Basic) Movement: Radius. Change it to whatever you like
To change a unit's size, you need to find it's actor. Then you go under Art tab and find Art: Scale. There should be three buttons each saying "1.0" There you can change the size of the unit, so if you put "2.0" it will be double the size as normal. Make sure to change it's size in all three dimensions as the unit will otherwise look really weird.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
@DudkiSC2: Go
I think he wants to be able to change the sizes in-game.
not sure how to change the radius, but you can set up an random buff that can be applied (either through triggers or data depending on how/when you want the model to change in size) then just go to the Actors tab and create and Event Macro. In the actor add the event-> Behavior.your buff.On Action-> set unit scale. Then just add the Event Macro to the Event Macro+ for the unit actors that you want to be affected.
Or, if you want to do it manually on a unit by unit individual basis, you can just go directly into the unit actors and add the above mentioned event there to tweak how individual units are affected by the dummy buff.
Assuming you mean changing it while a game is in progress;
Change radius using "Catalog Field Value Set".
Change scale using "Set Unit Scale".
Thanks everyone, indeed I intended to change a unit type's size (Radius and Model Scale) while the game is in progress (Not an individual).
TyaStarcraft's post worked perfectly, the only limitation of this method is that I can't loop small size increases (But I can easily manage by setting the size stages manually).
I will be using this in my current "monster" map where I make the player's monsters progressively bigger. The galaxy editor certainly has some merits.
@wisesquirrel: Go
You can use "Combine Strings" in combination with "Convert Real to String" to set the scale using a variable when setting the catalog field value. (So you don't have to set the size stages manually)
@DeltaV: Go
I had a small problem but managed to fix it. Thanks guys.
I currently have 1 perma growth trigger (That transitions sizes so the units are literally growing every 0.001 seconds), and another trigger which enables the first trigger up to 6 times whenever I press the 'G' key.
BTW would these triggers lag in online multiplayer?
@wisesquirrel: Go
Not sure about the lag of that, you could test it out...
By the way the minimum wait time for a periodic trigger is 0.0625 seconds so if you put in 0.001 it will actually be pushed up to 0.0625, which is a useful thing to know.
If you're after a smooth growth, use;
"Send Actor Message to Unit"
The message should be "Set Scale"
Put your new scale in here, and use the "Blend In" real to input a time that the unit should reach it's new scale in.
You can give the scale a name ("Label"), and use "Clear Scale" to return a unit to it's original scale later if you wish.
@TyaStarcraft: Go
The trigger I made (Which Sets Scale and Radius every 0.001 seconds) seems to work very smoothly in editor tests and can be applied to nearly any unit.
My setup can change size and radius of any unit, for any specific individual player (Loving it).
Is this setup not viable or is your post an alternative? I'm still new, so I don't know any better.
I am already using Records, PlayerCount local variables (I use them to loop through 6 players with "While") and Arrays (For 6 player variables in one). And I have already used them to make: Monster Eating / Spawning, Monster Population Control, and Monster Size Increase. Each with a single trigger and for all players and all units.
The trigger editor is fairly user friendly (I've worked with trigger in another game before), looks like my only enemy will be the data editor.