Hmm, I was actually thinking about the same thing the other day for an idea I had.
Possibly you could use the landing light doodad, and have it change to a specific variation (the variations are different colored lights).)
That may be one method.
Also a custom object could be used that has multiple textures. I believe its possible to swap out different textures via triggers.
That would be cool if there is a "show region" option for regions...
Actually, what about making each zone a decal? Might look a bit odd depending on your terrain though, It should be fairily simple to make it photoshop and export it to SC2. Not sure how the decals are set up but I'm sure it could be found out. You would have to make a variation for each color for each region (for example, Capture Region 1 RED for team 1, GREY for uncaptured, BLUE for team 2, etc..) Then create regions to fit the capture area and the appropriate triggers,
You can change actor textures using events. All you would need is the cube shape model which you make flat and cover a large area and make it a unit with a buff behavior that uses a seach area that applies a buff and a triggering damage effect to cause the nearby unit to perform a damage response that applies a neutral parasite like buff that changes ownership of the cubelike thing. As the cube glows the team colour it would change with ownership. Or you could use triggers and a modified omnilight.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hello everyone. I am creating a map similar to zone control. I would like to have the following feature in my map but I am not sure how to do it:
'When a unit enters a territory, the territory will glow a certain color depending on which team captured it.'
My best guess is that this would involve something with regions and environment. Any help would be great!
Hmm, I was actually thinking about the same thing the other day for an idea I had. Possibly you could use the landing light doodad, and have it change to a specific variation (the variations are different colored lights).) That may be one method.
Also a custom object could be used that has multiple textures. I believe its possible to swap out different textures via triggers. That would be cool if there is a "show region" option for regions...
Actually, what about making each zone a decal? Might look a bit odd depending on your terrain though, It should be fairily simple to make it photoshop and export it to SC2. Not sure how the decals are set up but I'm sure it could be found out. You would have to make a variation for each color for each region (for example, Capture Region 1 RED for team 1, GREY for uncaptured, BLUE for team 2, etc..) Then create regions to fit the capture area and the appropriate triggers,
You have to have some kind of unit/doodad (neutral colour) as the ground and tint it according to player's colours.
You can change actor textures using events. All you would need is the cube shape model which you make flat and cover a large area and make it a unit with a buff behavior that uses a seach area that applies a buff and a triggering damage effect to cause the nearby unit to perform a damage response that applies a neutral parasite like buff that changes ownership of the cubelike thing. As the cube glows the team colour it would change with ownership. Or you could use triggers and a modified omnilight.
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