I know it's been awhile but I've been playing with this trying to get it to work on doodads. Right now I can send a message to doodads in a region with send actor message to game region with filters.
But I'm having a hard time sending the messages signal show signal hide and eventually destroy to the newly attached actors.
I can send a message to every doodad in the map to destroy via the region thing so I know the messages are reaching all the doodads.
This tutorial is for show/hide specified actors. Actor Regions, is a bit different. I would have it done in my future tutorial, actually it's much easier. But Im quite busy recently.
Actually the "Phasing Tech" series will have three tutorials. This artcle is just the first one, for beginner. The second one the true "Phasing Tech", which would have a universal custom function "Send Actor Message To Actor For Player Group", allows you send ANY message asyncly, and doesn't need to modify the agent actor. The third one would be send message to a actor region asyncly, and it is the most easy one.
Well the whole point of it is to hide doodads for a player in a region. The problem is getting the agent attached and removed for the hide messages to be sent. I was thinking that perhaps I should just create the agent for every doodad on the map and just send the hide message to it and not destroy it but that's basically doubling the number of doodad actors.
As I promised, the new Phasing Tech can phasing ALL actors in a region (and you can set the filter). And can also send ANY actor message asynchronously.
In fact, I did it half years ago... and have wrote a second tutorial in Chinese.
But the theory is too complicated, so It is hard for me to localize the 2nd tutorial into English (You know, my English is poor).
As a result, I made it into my all-purpose Editor Enchant Mod - GAx3. With this Mod, you can use my new Phasing Tech easily, and doesn't need to know the theory behind it.
And the Mod itself isn't encrypted, and its code haven't been confused too, so if you have interest in code behind it, you can still look at it's source code.
i want to add something to have a more general action. you can have a parameter MSG of type actorMessage. so you wont need to create an action for each msg.
This tutorial is for show/hide specified actors. Actor Regions, is a bit different. I would have it done in my future tutorial, actually it's much easier. But Im quite busy recently.
Actually the "Phasing Tech" series will have three tutorials. This artcle is just the first one, for beginner. The second one the true "Phasing Tech", which would have a universal custom function "Send Actor Message To Actor For Player Group", allows you send ANY message asyncly, and doesn't need to modify the agent actor. The third one would be send message to a actor region asyncly, and it is the most easy one.
@Renee2islga: Go
Well the whole point of it is to hide doodads for a player in a region. The problem is getting the agent attached and removed for the hide messages to be sent. I was thinking that perhaps I should just create the agent for every doodad on the map and just send the hide message to it and not destroy it but that's basically doubling the number of doodad actors.
Sorry for your long waiting
Here it is, I added my new Phasing Tech into this Trigger/Data Lib Mod:
http://www.sc2mapster.com/forums/resources/project-workplace/27296-gax3-star-craft-ii-editor-enchant-mod-download-develop/
As I promised, the new Phasing Tech can phasing ALL actors in a region (and you can set the filter). And can also send ANY actor message asynchronously.
In fact, I did it half years ago... and have wrote a second tutorial in Chinese.
http://bbs.islga.org/read-htm-tid-53755.html
But the theory is too complicated, so It is hard for me to localize the 2nd tutorial into English (You know, my English is poor).
As a result, I made it into my all-purpose Editor Enchant Mod - GAx3. With this Mod, you can use my new Phasing Tech easily, and doesn't need to know the theory behind it.
And the Mod itself isn't encrypted, and its code haven't been confused too, so if you have interest in code behind it, you can still look at it's source code.
Man, i want to say you big thanks for this tutorial. It's very usefull. Will credit you in my map. Good job.
http://www.youtube.com/user/RussianMapster
Thanks for this amazing tutorial :D this was just what I was looking for to make players able to keep items on the ground hidden for other players.
Is there a way to do this to all actors in a scope?
Amazing and smart ideas GJ!
This is super useful. I ended up using it a lot more than I expected. Thanks for the guide.
Did one of the recent patches not give this functionality to actors?
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
i want to add something to have a more general action. you can have a parameter MSG of type actorMessage. so you wont need to create an action for each msg.
Here the function with the parameter:
ActorMSGPerPlayer
Options: Aktion
Returntype: void
Parameters
players = (PlayerGroupActive()) <playergroup>
actor <actor>
mSG = "HaloStart" <actormsg>
Grammatiktext: ActorMSGPerPlayer(players, actor, mSG)
Hinweistext: (Nichts)
Benutzerdefinierter Skript-Code
Local Variables
agent = null <actor>
otherPlayers = (PlayerGroupActive()) <playergroup>
Actions
RemovePlayerGroupFromPlayerGroup(players, otherPlayers)
UIFlyerHelperOverride(players, 2)
UIFlyerHelperOverride(otherPlayers, 0)
ActorSend(actor, "Create TriggerDummyActor")
SetVariable(agent, (ActorFromActor(actor, "::LastCreatedActual")))
ActorSend(actor, "AliasAdd _TriggerTarget")
ActorSend(agent, mSG)
ActorSend(actor, "AliasRemove _TriggerTarget")
ActorSend(agent, "Destroy")
UIFlyerHelperClearOverride((PlayerGroupAll()))