1. So you are saying it is going from normal to stretched? With the setup I used for my demo map the stretching is based on the scale of the Model type actor (from the Actors data type) hosted on the portrait actor. The animation should just move the entire parent frame into position. If you want to replace the console models you do not need any animations to change anchoring positions and are going to have to set the portraits that they do not accept mouse hit (<AcceptsMouse val="false"/>) and then create a dummy button with a <HitTestTexture val="xxx.dds"/> property that uses a texture mask in the outline of the console model.
2. You mean all the stuff found under the Alerts data type? The race is determined by the 4 letter race attribute ID added onto the Alert name ID. eg AddOnComplete_Prot.
1. So you are saying it is going from normal to stretched? With the setup I used for my demo map the stretching is based on the scale of the Model type actor (from the Actors data type) hosted on the portrait actor. The animation should just move the entire parent frame into position. If you want to replace the console models you do not need any animations to change anchoring positions and are going to have to set the portraits that they do not accept mouse hit (<AcceptsMouse val="false"/>) and then create a dummy button with a <HitTestTexture val="xxx.dds"/> property that uses a texture mask in the outline of the console model.
2. You mean all the stuff found under the Alerts data type? The race is determined by the 4 letter race attribute ID added onto the Alert name ID. eg AddOnComplete_Prot.
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