In this tutorial I show how to make a fading trail behind units as in some slow-motion movies etc... it is based off of the High Templar and should be pretty straightforward... all data work.
Then on the left, clear the search and set the Data Source to our map... should see a Zergling in green. Click on it.
On the right in XML, make sure the header is for your map, and you should see something like:
<!-- --><!-- Zergling .............................................................................. --><!-- --><CActorUnitid="Zergling">
SOMETHING IN HERE (W/E YOU COPY PASTED IN EVENTS EARLIER)
</CActorUnit>
Thus you see the reason we flagged the Zergling earlier so we can paste in the High Templar stuff easily.
Go ahead and paste in the stuff from the HT. Make sure you clear the line we copied earlier. It should look like this now:
I'm going to presume that I speak for a lot people when I say that this tutorial was awesome and I used it in my map and didn't comment on it because it was just that thorough. :)
You could eventually link to Renee's GAx3 Mod, which adds "native" support for these kinds of trails.
Also, I have an issue with you providing the plain XML data for the objects. I am not sure, if you want to actually emphasize working in XML view in general, or if you just do it for easier reproduction.
I realize, that people would be able to realize their trails faster and probably less prone to errors, if they just copy&paste everything from your tutorial, however, I am pretty sure, that less people would actually understand, what they have done, and so the learn effect of this tutorial diminishes.
However, to be fair, I didn't watch the video tutorial. No offense, I like the stuff you do, I am just not a video tutorial guy, I prefer a written one anytime ;)
I haven't looked too much into Renee's mod... but either way probably good for people to go through the motions; well the motions of knowing that you can find a lot of things done by Blizzard already... and just tweak and copy.
I did the XML for both reasons you mentioned. It's worth using (especially in this case) because you can't copy+paste actor events.
But you mention that you didn't watch the video which is probably why you have an issue with the text tutorial. I didn't say it here but most of my text tutorials are just content dumps from the video tutorial and lack proper explanation other than "do A, do B". I'll edit my post to say that.
I too prefer reading text tutorials, especially for searching purposes. BUT, making video tutorials is much easier than text tutorials.
Wasn't it mentioned that if you use certain things in the custom dependency from GAx3 that you couldn't host on battle.net, or did I read it wrong?
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Wasn't it mentioned that if you use certain things in the custom dependency from GAx3 that you couldn't host on battle.net, or did I read it wrong?
No. GAx3 works as a regular Mod, and would never prevent you from hosting your maps on BN.
What I said in the manual is: if your want to publish your map, you map need to use the GAx3 mod on BN, not the local disk version - And every non-blizzard Mod works that way, it's not a special case.
Not trying to say OneTwoSC's tutorial isn't good enough.
But I would like to add that you can use raw-data to dynamiclly copy the _Selectable 's current model, animation frame and other props to a universal shadow-trail actor, so that we won't need to create respective shaow actors for every units, that can be more univeral
- this is what I did in GAx3, just add the "PsiShadow" buff to any unit, and it will have tail-shadows already
In this tutorial I show how to make a fading trail behind units as in some slow-motion movies etc... it is based off of the High Templar and should be pretty straightforward... all data work.
Map DL link: Link Removed: http://www.mediafire.com/?0mbn4oja8yl2ulb
Text Tutorial
Note: My text tutorials are usually much briefer than the video version.
(Starting on a new map for this tutorial)
Switch to the Units layer and drop a Zergling for Player 1.
Data Editor
Actors tab.
First we'll duplicate the High Templar 'shadow' actor.
That's good for now.
Change data source to be All Data, and search for Zergling.
Click on the main one for Liberty.SC2Mod
Double-Click on the value for the "Event: Events+" field to bring up a window.
Search for High Templar. Click on the main one.
Switch to XML View (Ctrl+3).
Copy this text ^
Then on the left, clear the search and set the Data Source to our map... should see a Zergling in green. Click on it.
On the right in XML, make sure the header is for your map, and you should see something like:
Thus you see the reason we flagged the Zergling earlier so we can paste in the High Templar stuff easily.
Go ahead and paste in the stuff from the HT. Make sure you clear the line we copied earlier. It should look like this now:
Switch back to Table View (Ctrl+1).
On our Zergling again, double-click on the value of "Event: Events+" to bring up the window.
You can play around with the numbers... to make it exactly like mine in the demo, have your events with the following values:
For our Zergling actor events (in green):
For ZerglingShadow actor:
Change Properties: Accepted Property Transfers+ value to exclude Cast Shadows.
Then for the Events+ (our portion in green):
Note: the last event there is new and it's set to Disabled.
That's it :D
Awwww... No replies :(
Greate tut!
@Neonsz: Go
There's two now :)
I'm going to presume that I speak for a lot people when I say that this tutorial was awesome and I used it in my map and didn't comment on it because it was just that thorough. :)
You could eventually link to Renee's GAx3 Mod, which adds "native" support for these kinds of trails.
Also, I have an issue with you providing the plain XML data for the objects. I am not sure, if you want to actually emphasize working in XML view in general, or if you just do it for easier reproduction.
I realize, that people would be able to realize their trails faster and probably less prone to errors, if they just copy&paste everything from your tutorial, however, I am pretty sure, that less people would actually understand, what they have done, and so the learn effect of this tutorial diminishes.
However, to be fair, I didn't watch the video tutorial. No offense, I like the stuff you do, I am just not a video tutorial guy, I prefer a written one anytime ;)
@peranzormal: Go
Thanks!
@Kueken531: Go
I haven't looked too much into Renee's mod... but either way probably good for people to go through the motions; well the motions of knowing that you can find a lot of things done by Blizzard already... and just tweak and copy.
I did the XML for both reasons you mentioned. It's worth using (especially in this case) because you can't copy+paste actor events.
But you mention that you didn't watch the video which is probably why you have an issue with the text tutorial. I didn't say it here but most of my text tutorials are just content dumps from the video tutorial and lack proper explanation other than "do A, do B". I'll edit my post to say that.
I too prefer reading text tutorials, especially for searching purposes. BUT, making video tutorials is much easier than text tutorials.
I'm a huge fan of all your tutorials OneTwo :D Just puttin' that out there
Holy * * * * * . How come I havent seen that project before. I'm so not worthy of being a moderator.
(In case some one was wonder those asterisks were "Renee")
Wasn't it mentioned that if you use certain things in the custom dependency from GAx3 that you couldn't host on battle.net, or did I read it wrong?
@bulletbutter: Go
No idea, but this goes back to my reason for making things yourself if you can find resources to do so, and it's not back-breaking.
No. GAx3 works as a regular Mod, and would never prevent you from hosting your maps on BN.
What I said in the manual is: if your want to publish your map, you map need to use the GAx3 mod on BN, not the local disk version - And every non-blizzard Mod works that way, it's not a special case.
Not trying to say OneTwoSC's tutorial isn't good enough.
But I would like to add that you can use raw-data to dynamiclly copy the _Selectable 's current model, animation frame and other props to a universal shadow-trail actor, so that we won't need to create respective shaow actors for every units, that can be more univeral
- this is what I did in GAx3, just add the "PsiShadow" buff to any unit, and it will have tail-shadows already
Works good for me, the only problem I get, is that I cant make it stop casting shadows.
I did remove the tick from Cast Shadows in Accepted Property Transfers+, and added the event to disable shadow cast.
Is there something new, that causes it to still cast shadows?