Many times one may not know what actors one might want to change at a given time. For example, say you wanted to show a bloody trail of an injured unit, by showing a specfic color tint on every object they passed by, but you only want to show this after a certain event occurs (such as acquiring an item that lets you see that tint, think UV goggles). So how does one store such actors to be set to the correct color later? We can store all the actors in an Actor List.
Objective
Today I’m going to demonstrate how Actor Lists work by making one that adds every doodad/object that a unit passes near (using a query persistent and Query Response, which you can learn more by viewing the tutorial on the at subject Insert Link to other Tutorial) and then when we press the reveal button on the unit, it will change the tint of every doodad that the unit has passed by at that point (within a radius of 5) to PINK!
First we are going make a new Actor List, called PinkList.
As we can see, an Actor List is rather bland, by itself. Next we will add an event to create the list when our special unit (a Marine) is born.
The next part is using material from Region Actors, Queries and Query Response Actors, so for the sake of brevity I will avoid that here. The key aspect, as seen in the picture below, is the message sent to the Actor List. This message is List Add, which adds an actor to an Actor List. The 2 fields for this message are Name and Target. The Name field is for specify which Actor will be added to the List. The Target field is which Actor List we want that actor added to (since one could have multiple Actor Lists for different purposes).
After we are done setting that up, we now do the secret sauce, on how to make the actor do what we want it to do. On the Marine using his special ability, we want every actor who was added to the list to turn pink. So we send a Set Local Tint message, but to a specific system reference, called Contents. This reference will send the message to every actor in the list.
This is what your final Actor List should look like
In the example map, run the marine around a bit. After a while, use his stimpack ability. All the trees he passed near (within 5 range) will turn pink!
Is it possible to link the pink change to the ability rather than the unit?
Right now in your map if you were to add another marine, if you run through it with one and use the other one to try and reveal where it's gone, then it only reveals the path of the one that you use the ability with, but not the path of the other one.
Can you make it so that it autupdates during the ability usage?
If you run through trees while having the ability up it doesn't reveal the ones you freshly pass by.
You could make it so that when the Stimpack behaviour is enabled it causes the list to send the pink message to keep sending it periodically while the behaviour is active.
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Overview
Many times one may not know what actors one might want to change at a given time. For example, say you wanted to show a bloody trail of an injured unit, by showing a specfic color tint on every object they passed by, but you only want to show this after a certain event occurs (such as acquiring an item that lets you see that tint, think UV goggles). So how does one store such actors to be set to the correct color later? We can store all the actors in an Actor List.
Objective Today I’m going to demonstrate how Actor Lists work by making one that adds every doodad/object that a unit passes near (using a query persistent and Query Response, which you can learn more by viewing the tutorial on the at subject Insert Link to other Tutorial) and then when we press the reveal button on the unit, it will change the tint of every doodad that the unit has passed by at that point (within a radius of 5) to PINK!
First we are going make a new Actor List, called PinkList.
As we can see, an Actor List is rather bland, by itself. Next we will add an event to create the list when our special unit (a Marine) is born.
The next part is using material from Region Actors, Queries and Query Response Actors, so for the sake of brevity I will avoid that here. The key aspect, as seen in the picture below, is the message sent to the Actor List. This message is List Add, which adds an actor to an Actor List. The 2 fields for this message are Name and Target. The Name field is for specify which Actor will be added to the List. The Target field is which Actor List we want that actor added to (since one could have multiple Actor Lists for different purposes).
After we are done setting that up, we now do the secret sauce, on how to make the actor do what we want it to do. On the Marine using his special ability, we want every actor who was added to the list to turn pink. So we send a Set Local Tint message, but to a specific system reference, called Contents. This reference will send the message to every actor in the list.
This is what your final Actor List should look like
In the example map, run the marine around a bit. After a while, use his stimpack ability. All the trees he passed near (within 5 range) will turn pink!
Is it possible to link the pink change to the ability rather than the unit?
Right now in your map if you were to add another marine, if you run through it with one and use the other one to try and reveal where it's gone, then it only reveals the path of the one that you use the ability with, but not the path of the other one.
Can you make it so that it autupdates during the ability usage?
If you run through trees while having the ability up it doesn't reveal the ones you freshly pass by.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
You could make it so that when the Stimpack behaviour is enabled it causes the list to send the pink message to keep sending it periodically while the behaviour is active.