Bit late - but if it's still relevant you need to set a create event in the actor's events list to create the actor when something happens.
The most normal trigger would be "unit.creation" - set the msg type to whatever unit type you want to attach the actor to, e.g. "Marine" and have the event msg be set to "create". You will also need to set another event triggered by the "unit.death" that has the event set to "destroy" which removes the actor. You can adjust the triggers based on what the actor is actually meant to be created by,
Hey, thanks again dude. Too bad it could be a bug but that at least means Blizz may fix it.
I am going to be investigating it too because they defiantly do use the player filter for some of the visuals such as bunker placement markers. It would be weird if it is completely impossible. If I get anywhere I will post an update.
My goal was to make the word "enemy" appear over enemy unit's heads as an alternative to house colours.
I make a text actor and set it up to be created when a marine is born/removed when he dies and that works fine.
The idea was to make the text for every unit then filter it by player so only enemy players can see each unit's text.
To make that happen I checked the "Ally" and "Self" boxes in the "Actor - Filter" field, but it shows up on all units regardless of hostility.
I've tried checking all the boxes and leaving them all unchecked but they don't seem to affect anything one way or the other.
Maybe the map itself is set up weirdly? I uploaded it here: http://staff.tankrush.com/~korona/Prototyping/VRTagPlay.SC2Map
Thanks, actually you covered most of the things I was puzzled over :)
Maybe when we start to add custom units things will start breaking...
edit : ah one thing that is giving me issues is the Actor - Filter field. I set some text to filter out Neutral and Enemy players but it doesn't seem to do anything. Different combinations all draw a blank. Is there something I am missing?
Hey thanks for the tutorial - this is one area that I have found particularly complex and daunting.
Something I was wondering about is the unit actor events that handle animations. All units seem to have a lot of animations but there are a variety of different methods used to trigger them. Looking at the Zealot, attack works how I expected, there is the Birth Stand Death trigger that seems to work differently, movement isn't referenced at all even though obviously zealots do have a move animation. I am guessing there is code in place to handle the common animation groups automatically but any illumination you could spread on this area would be pretty helpful.