anything use actors which uses the models, you use doodad model instead of unit's one. Models have their scale so do actors you can change it up to 500% i think.
By default there are units classified as 'destructible' you can see in units tree how they work.
If you want player to be able to destroy as one then you can add "conjoined" behavior so it will share hp with all nearby.
Otherwise you can make them invulnerable(even unselectable etc) and destroy them with triggers.
I do this by changing the actor of an existing or duplicated unit to the doodad I want, right? When I try to change the actor, the only options I get to change it to are other units. How do I set it to a doodad?
Also, will I be able to change the dimensions of X, Y and Z independently (so I can have a really oblong unit if I want)?
damn dude :p those fields are all in English really self explanatory.
Actor have model field
There are 2 'model' kinds'
Model (Type of data which you have in your editor in upper tabs): this one creates usable object (model) by linking .m3 file and giving it many properties like physic types, radius, scale etc etc
model:.m3 file, like real file like your mp3 etc which can be potentially modified in some 3D application etc
So to change model of actor, you just need to change it's model field and find desired model (no need to change model's file because it would require little setup and since you use something that already exist the Model is there)
For example. You can go to actor of marine and change "Art: Model" field to 'Rock' and your marine will look like rock now. Note it will still shoot move rotate etc.
the 'diagram' thing is one of harder things to understand for new people.
By default logic you would expect some unit to have it's model as an graphical representation in game, but Actors are different because they are linked other way around. It's almost like Actor have unit
Side info: By the game logic, things like Units, effects, abilities (everything except mainly Actors) are just data, like flying numbers (position rotation hp etc). They don't exist in visual way.
Actor's then hook up to this data and they can show something (like model or sound or terrain deformation etc)
OK thanks I can now swap actors between units, I am halfway there. Sorry for all the hand-holding, I'm still pretty new to this. How can I go about independently changing the X, Y and Z dimensions of my newly morphed unit to make it look oblong?
I realize removing doodads also doesn't remove their footprints. What is the way around this?
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
make them units
@Nerfpl: Go
...how? Also say I want to make a unit from a doodad that is, say, is edited to be 200% regular size. Still possible?
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
anything use actors which uses the models, you use doodad model instead of unit's one. Models have their scale so do actors you can change it up to 500% i think.
By default there are units classified as 'destructible' you can see in units tree how they work.
If you want player to be able to destroy as one then you can add "conjoined" behavior so it will share hp with all nearby.
Otherwise you can make them invulnerable(even unselectable etc) and destroy them with triggers.
@Nerfpl: Go
I do this by changing the actor of an existing or duplicated unit to the doodad I want, right? When I try to change the actor, the only options I get to change it to are other units. How do I set it to a doodad?
Also, will I be able to change the dimensions of X, Y and Z independently (so I can have a really oblong unit if I want)?
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
you didn't read correctly
Link goes like this:
'.m3 model file' <- model (data type) <- Actor(unit) -> Unit
@Nerfpl: Go
Thanks for the reply. What is an .m3 model file and where can I find it? I'm having some trouble reading that diagram. Thanks.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
damn dude :p those fields are all in English really self explanatory.
So to change model of actor, you just need to change it's model field and find desired model (no need to change model's file because it would require little setup and since you use something that already exist the Model is there)
For example. You can go to actor of marine and change "Art: Model" field to 'Rock' and your marine will look like rock now. Note it will still shoot move rotate etc.
the 'diagram' thing is one of harder things to understand for new people.
By default logic you would expect some unit to have it's model as an graphical representation in game, but Actors are different because they are linked other way around. It's almost like Actor have unit
Side info: By the game logic, things like Units, effects, abilities (everything except mainly Actors) are just data, like flying numbers (position rotation hp etc). They don't exist in visual way. Actor's then hook up to this data and they can show something (like model or sound or terrain deformation etc)
@Nerfpl: Go
OK thanks I can now swap actors between units, I am halfway there. Sorry for all the hand-holding, I'm still pretty new to this. How can I go about independently changing the X, Y and Z dimensions of my newly morphed unit to make it look oblong?
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
in Actor there is field something like "Art: scale"
make sure you have "view raw data" off
@Nerfpl: Go
OK last question: where is the field to edit the height of the unit? As in, how can I make it levitate off the ground a few inches?
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
i didn't knew, i went to editor, selected random unit, typed "height" in search bar and i found it.
@Nerfpl: Go
lol damn it... thought it would be somewhere in actor or model tabs or somewhere else in data, dunno why I didn't check unit. Thank you.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)