Alot of the models introduced in the solo campaign dont have "player colors" . Are they any actors you can recommend me using that can show a player color per person? im guessing i can put in a "unit birth" event for such actors that need them.. Any tips?
.. yes i know state monitors do this, i have manually set in " unit creation = Zerg tier one into the zerg bleed events" , and it does not not bleed, even though i can clearly see the bleeding actor is linked up to zerg tier one when watching the unit fields under the unit tab.. its linked up..
the problem is it isnt accepting transfers or something.. when buildings morph into different buildings that have thier own state monitors, none of them seem to work except for the very first building in the tech tree, All the other buildings to have accept the state monitor of the first building. what to do?
i got a quick question on actors.
in my map, i have structures that upgrade into other buildings, such as a Barracks morphing into a spawning pool . Now i have set up the morphing events properly, so the building does indeed turn to a spawning pool, However the actor for "zerg building bleed " does not transfer over..
So for e.g say my barracks took heavy damage, and it was in the low hp ..the actor for the barracks will be a burning fire. Now when i morph the building into a spawning pool, The spawning pool shows the "burning fire sfx" .. when i clearly stated "zerg building bleed" for the spawning pool..
so the problem is , no matter what i do, it seems the first building is the only one that can display sfx's such as flames or bleeding, then the buildings after that are forced accept these sfx , What i want is for each building to have its own "special sfx when damaged" .. I must be messing up something in the actors, what to do?
Okay say my hero is a marine. It would be pretty pathetic to have a hero that is so small in scale right? .. So like anybody would do to show that "the marine is a hero" , you would scale the model in size to something like 1.5
Now when you make a spell such as Avatar , and you use an actor to "grow the unit, then you use an actor to bring the unit back down to scale when avatar duration is over . (avatar is mountain king ultimate from warcraft 3). The problem with "rescaling the actor" , is that you MUST specifiy a rescale value. So say this marine gets Rescaled back to 1.0 size when the spell is over, What will happen is that the Marine wont return to its default size, it will just Shrink to the standard size of every marine . Now you can solve this by putting the rescale size of the marine to 1.5 .. which will work for the "marine alone" . However other units doing this same avatar will get much larger when avatar is over, this is because the rescale is set to 1.5.
In order to combat this, i need to set rescale to 1.0 no matter what . so since using the actor is a failure in returning units back to their orginal default size, I opted to make a totally custom model for the marine . I upped the scale alot within the model. So my actor events see 1.0 scale size as the default size while the "model itself, provides 1.5 scaling for an equivalent 1.0 actor scale size.
i probably confused you but yea, thats the solution
hey prozaic , i havent tried your method posted there, but after ALOTT of messing around , i found an alternative solution :P . If anybody finds themself in my position (which will be common) when imitating spells from war3 like Avatar,Bloodlust .. all these things that scale models will give this problem if you have changed the default scaling of the actor unit. So this is my solution
Instead of doing some sort of complex "backwards' sort of style workings. i found that you should make sure to create its own unique separate unit model. Then make the scale larger at the model settings. So this work around allows the units to be larger by default .. and when you make a spell that increases scale/ then resets it back to 1.0 .. It goes back to the default set size in the custom model .
i got a question regarding actors , Ok so i have this spell where i use an actor to increase the model scale of the targeted unit while a buff is applied . The problem i have is when the buff wears off, i would like to reset the scale back to what it was orginally. Now this i can do , by manually setting the scale back to 1.0. The problem arises when i have units that i have already scaled up naturally. For e.g i made a darktemplar hero that i found was to small . So i increases the scale of the actor too 1.2 . Now when i place this buff that increases the scale of the unit, that works all fine, But as i go to Reset back the scale of the unit, It brings it down to 1.0 which isnt the orginal size of the darktemplar ( it should be 1.2) therefore the model is shrinked.
Now i can easily set the rescale back to 1.2, but this in turn will screw up the other units in the game, whos natural model size is 1.0 .. so basically this actor either shrinks units when its done, or increases the size permanently .. I have not found a solution to this, do you know what to do?
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@ProzaicMuze: Go
yea, heros like jim raynor stay black no matter what, and tychus stays blue
hey prozaicmuze, i need your help buddy,
Alot of the models introduced in the solo campaign dont have "player colors" . Are they any actors you can recommend me using that can show a player color per person? im guessing i can put in a "unit birth" event for such actors that need them.. Any tips?
@ProzaicMuze: Go
.. yes i know state monitors do this, i have manually set in " unit creation = Zerg tier one into the zerg bleed events" , and it does not not bleed, even though i can clearly see the bleeding actor is linked up to zerg tier one when watching the unit fields under the unit tab.. its linked up..
the problem is it isnt accepting transfers or something.. when buildings morph into different buildings that have thier own state monitors, none of them seem to work except for the very first building in the tech tree, All the other buildings to have accept the state monitor of the first building. what to do?
i got a quick question on actors. in my map, i have structures that upgrade into other buildings, such as a Barracks morphing into a spawning pool . Now i have set up the morphing events properly, so the building does indeed turn to a spawning pool, However the actor for "zerg building bleed " does not transfer over..
So for e.g say my barracks took heavy damage, and it was in the low hp ..the actor for the barracks will be a burning fire. Now when i morph the building into a spawning pool, The spawning pool shows the "burning fire sfx" .. when i clearly stated "zerg building bleed" for the spawning pool..
so the problem is , no matter what i do, it seems the first building is the only one that can display sfx's such as flames or bleeding, then the buildings after that are forced accept these sfx , What i want is for each building to have its own "special sfx when damaged" .. I must be messing up something in the actors, what to do?
@ProzaicMuze: Go
sorta, but i think i didnt explain it properly .
Okay say my hero is a marine. It would be pretty pathetic to have a hero that is so small in scale right? .. So like anybody would do to show that "the marine is a hero" , you would scale the model in size to something like 1.5
Now when you make a spell such as Avatar , and you use an actor to "grow the unit, then you use an actor to bring the unit back down to scale when avatar duration is over . (avatar is mountain king ultimate from warcraft 3). The problem with "rescaling the actor" , is that you MUST specifiy a rescale value. So say this marine gets Rescaled back to 1.0 size when the spell is over, What will happen is that the Marine wont return to its default size, it will just Shrink to the standard size of every marine . Now you can solve this by putting the rescale size of the marine to 1.5 .. which will work for the "marine alone" . However other units doing this same avatar will get much larger when avatar is over, this is because the rescale is set to 1.5.
In order to combat this, i need to set rescale to 1.0 no matter what . so since using the actor is a failure in returning units back to their orginal default size, I opted to make a totally custom model for the marine . I upped the scale alot within the model. So my actor events see 1.0 scale size as the default size while the "model itself, provides 1.5 scaling for an equivalent 1.0 actor scale size.
i probably confused you but yea, thats the solution
@ProzaicMuze: Go
hey prozaic , i havent tried your method posted there, but after ALOTT of messing around , i found an alternative solution :P . If anybody finds themself in my position (which will be common) when imitating spells from war3 like Avatar,Bloodlust .. all these things that scale models will give this problem if you have changed the default scaling of the actor unit. So this is my solution
Instead of doing some sort of complex "backwards' sort of style workings. i found that you should make sure to create its own unique separate unit model. Then make the scale larger at the model settings. So this work around allows the units to be larger by default .. and when you make a spell that increases scale/ then resets it back to 1.0 .. It goes back to the default set size in the custom model .
:D yay
i got a question regarding actors , Ok so i have this spell where i use an actor to increase the model scale of the targeted unit while a buff is applied . The problem i have is when the buff wears off, i would like to reset the scale back to what it was orginally. Now this i can do , by manually setting the scale back to 1.0. The problem arises when i have units that i have already scaled up naturally. For e.g i made a darktemplar hero that i found was to small . So i increases the scale of the actor too 1.2 . Now when i place this buff that increases the scale of the unit, that works all fine, But as i go to Reset back the scale of the unit, It brings it down to 1.0 which isnt the orginal size of the darktemplar ( it should be 1.2) therefore the model is shrinked.
Now i can easily set the rescale back to 1.2, but this in turn will screw up the other units in the game, whos natural model size is 1.0 .. so basically this actor either shrinks units when its done, or increases the size permanently .. I have not found a solution to this, do you know what to do?