- Spawn pathing units that change color (or unit type), and pathing direction when clicked (or when damaged).
This is the most complex part of what you would need to do. Just to take a stab at it:
You'd have to place Points on a map and then use the Create Units Facing Angle Trigger at those points. Then use the Issue Order (Order Targeting Point, Move) to have them start pathing.
To make them change colors, you would add a Behavior for the initial color to the unit, make Behaviors for all the other colors, and an Apply Behavior Effect for each Behavior. Set the Expire Effect on each Behavior to the next color to chain them together.
Then go to Actor to and create an Event Macro and edit the Events field. You want to add new a event for each color that listens for the Behavior message with the Source Name set to the Behavior for each color that responds to Sub Name On. Change the message it sends to Set Tint Color and you can configure the color you want.
- Spawn units that can only be clicked (or damaged) by a certain player when the units are a specific color (or unit type).
- Display text in-game
- Alter unit attack rate
- Alter unit attack range
- Alter unit movement speed
- Alter unit splash damage
- Move the player's camera
- Create pings on the minimap
- Spawn units at the location of a unit that died
These could all be done very simply through triggers. The first would require the data setup listed above.
- Spawn pathing units that change color (or unit type), and pathing direction when clicked (or when damaged).
If you mean spawn units that move in set direction, and can be issued order to move elsewhere, then it's pretty simple.
There are 2 ways to change units color (well 3, but 3rd is complicated and you don't want that): change units team color and change units tint color. Both are rather simple if you use triggers (there is action to change team color, and there is action to send actor message to unit (you'll want "set tint color")).
I'm pretty sure you can easily do everything else on your list with data behaviors or even triggers (I sometimes find more and more actions for this simple stuff). So from someone who considers himself to be just slightly out of newbie zone I'd rate those tasks with 1. =D
Hello. I am brand spanking new to the galaxy editor, although I have moderate experience with other editors like UDK and Hammer.
I have an idea for an arcade map and would like to consult some more seasoned mappers for their opinion before I dive in too deep.
Will I be able to perform the following without using scripting in the Galaxy Editor? If so, how difficult would you rate it from 1-10
(1 being a few simple clicks, 10 being a month or more of work just on this feature)
Things I need to do:
- Spawn pathing units that change color (or unit type), and pathing direction when clicked (or when damaged).
- Spawn units that can only be clicked (or damaged) by a certain player when the units are a specific color (or unit type).
Things I want to do:
- Display text in-game
- Alter unit attack rate
- Alter unit attack range
- Alter unit movement speed
- Alter unit splash damage
- Move the player's camera
- Create pings on the minimap
- Spawn units at the location of a unit that died
Thanks for any insight you can provide!
@chubblypuff: Go
if your new to the editor expect months, But dont worrie everything you want to do can be done with a collaboration of Triggers and data.
Everything you stated anyways.
so I guess a 10.
@Taintedwisp: Go
Thanks!
Side question:
Anyone know the min spec for the editor? I am going to be travelling for a while and won't have access to my rig.
- Spawn pathing units that change color (or unit type), and pathing direction when clicked (or when damaged).
This is the most complex part of what you would need to do. Just to take a stab at it:
You'd have to place Points on a map and then use the Create Units Facing Angle Trigger at those points. Then use the Issue Order (Order Targeting Point, Move) to have them start pathing.
To make them change colors, you would add a Behavior for the initial color to the unit, make Behaviors for all the other colors, and an Apply Behavior Effect for each Behavior. Set the Expire Effect on each Behavior to the next color to chain them together.
Then go to Actor to and create an Event Macro and edit the Events field. You want to add new a event for each color that listens for the Behavior message with the Source Name set to the Behavior for each color that responds to Sub Name On. Change the message it sends to Set Tint Color and you can configure the color you want.
- Spawn units that can only be clicked (or damaged) by a certain player when the units are a specific color (or unit type). - Display text in-game
- Alter unit attack rate
- Alter unit attack range
- Alter unit movement speed
- Alter unit splash damage
- Move the player's camera
- Create pings on the minimap
- Spawn units at the location of a unit that died
These could all be done very simply through triggers. The first would require the data setup listed above.
If you mean spawn units that move in set direction, and can be issued order to move elsewhere, then it's pretty simple.
There are 2 ways to change units color (well 3, but 3rd is complicated and you don't want that): change units team color and change units tint color. Both are rather simple if you use triggers (there is action to change team color, and there is action to send actor message to unit (you'll want "set tint color")).
I'm pretty sure you can easily do everything else on your list with data behaviors or even triggers (I sometimes find more and more actions for this simple stuff). So from someone who considers himself to be just slightly out of newbie zone I'd rate those tasks with 1. =D
Just a heads up on traveling thing. Last time I had internet outage I couldn't even test document. :/
Edit: O hi there Tenarsis, I now feel silly >.<