OK thanks I can now swap actors between units, I am halfway there. Sorry for all the hand-holding, I'm still pretty new to this. How can I go about independently changing the X, Y and Z dimensions of my newly morphed unit to make it look oblong?
Would it be possible to set up as part of a trigger that the specified player has to press a key, like space, before the next action fires? If so, how? I want to use this during a character's speech so they player can advance the text when ready so I don't have to time it out.
I do this by changing the actor of an existing or duplicated unit to the doodad I want, right? When I try to change the actor, the only options I get to change it to are other units. How do I set it to a doodad?
Also, will I be able to change the dimensions of X, Y and Z independently (so I can have a really oblong unit if I want)?
Here's an idea for movement speed: if your map doesnt have creep on it, modify the speed boost given for units on creep for all your units. then texture the creep as invisible. when you have your upgrade applied, place your invisible creep all over the map.
I'm having some trouble making cinematic portraits appear / disappear appropriately and in some of my triggers they won't show up at all. What's the correct event to hide a portrait? Also, is it advisable to just let the portrait duration run out, or to shut it off via action? When I have multiple portraits appear and disappear there's some problems where some of them don't appear, even though i'm using the same "transmission" action.
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@Nerfpl: Go
lol damn it... thought it would be somewhere in actor or model tabs or somewhere else in data, dunno why I didn't check unit. Thank you.
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I know I need to convert my pictures to .dds, but where do I go from here to be able to find them through the field UI: Icon under the behaviors tab?
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Wow that looks awesome... mind sharing what options you played with to do it?
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@Nerfpl: Go
Also I'm not sure how to set a new condition that isn't a thing like "and," "not" or "or." Can't seem to set the BooleanSkip
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@Nerfpl: Go
Having trouble finding this trigger action:
Actions Variable - Set BooleanSkip = True
Is it the "store boolean" action? If so, what do I put for "key" and "section" since i don't see them listed in your trigger.
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@Nerfpl: Go
OK last question: where is the field to edit the height of the unit? As in, how can I make it levitate off the ground a few inches?
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@Nerfpl: Go
OK thanks I can now swap actors between units, I am halfway there. Sorry for all the hand-holding, I'm still pretty new to this. How can I go about independently changing the X, Y and Z dimensions of my newly morphed unit to make it look oblong?
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@Nerfpl: Go
Thanks for the reply. What is an .m3 model file and where can I find it? I'm having some trouble reading that diagram. Thanks.
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Would it be possible to set up as part of a trigger that the specified player has to press a key, like space, before the next action fires? If so, how? I want to use this during a character's speech so they player can advance the text when ready so I don't have to time it out.
0
@Nerfpl: Go
I do this by changing the actor of an existing or duplicated unit to the doodad I want, right? When I try to change the actor, the only options I get to change it to are other units. How do I set it to a doodad?
Also, will I be able to change the dimensions of X, Y and Z independently (so I can have a really oblong unit if I want)?
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@Nerfpl: Go
...how? Also say I want to make a unit from a doodad that is, say, is edited to be 200% regular size. Still possible?
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I realize removing doodads also doesn't remove their footprints. What is the way around this?
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@strhsxx: Go
Here's an idea for movement speed: if your map doesnt have creep on it, modify the speed boost given for units on creep for all your units. then texture the creep as invisible. when you have your upgrade applied, place your invisible creep all over the map.
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Much appreciated guys. With some more experimentation and your help I have some clean-ass cutscenes.
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I'm having some trouble making cinematic portraits appear / disappear appropriately and in some of my triggers they won't show up at all. What's the correct event to hide a portrait? Also, is it advisable to just let the portrait duration run out, or to shut it off via action? When I have multiple portraits appear and disappear there's some problems where some of them don't appear, even though i'm using the same "transmission" action.