If you are taking about making them have more or fewer little green squares (in the way that the siege tank has like 12 and the zergling has 3 or 4) I know there's a way. Under the Actor tab, it's UI: Bar Width. Note that each unit doesn't equal one little health "square" so it will take some tinkering.
Also, making this value zero is also a good way, I find, to disguise the health bars of doors to make them seem more like pieces of the environment.
Having a hard time making a unit spawn, come out of a drop pod, then walk to a point during a cinematic. His drop pod comes down, and he takes like 1 step out of it (which I conclude is just part of the drop pod animation sequence), but I can't get him to move to a new destination. Here's what my trigger looks like:
What line should I add after the last one to issue the order to move? I think the drop pod is somehow interfering with subsequent issue orders.
As I am "painting" with the disallow foliage brush I see no changes and no indication that anything is actually happening. Also, I don't get a gray overlay like this picture from the Blizzard tutorial shows (http://us.battle.net/sc2/en/game/maps-and-mods/tutorials/terrain/). But when I regenerate, it seems like it's done what I wanted it to. Do I have some sort of glitch? I cant tell where I'm painting as I do it. I hope that made sense.
Also, how do I "re-allow" an area to have foliage after I painted it to disallow?
So I generated some foliage and it looks awesome, but I want to take a section of it out. As far as I can tell, the disallow foliage button doesn't do anything. I would guess that it straight up deletes patches of foliage but it doesn't. Help?
I know I saw a tutorial for this but I just can't seem to search the right words. Say I wanted some Char tiles to replace a couple tiles on my Tarsonis map, how would I do this? I found the map textures dialog, but it seems from here I can only overhaul my entire tileset, not mix and match.
While I'm at it let me also ask this: why does double-clicking on any menu item under the Ability: Command Card field (like, Ability: Command Card - Buttons - Face) bring me to the exact same menu? Why are there 12 fields that each appear to do the same thing (take me to the command card menu)?
I put some abilities in the Abilty: Abilities - Ability tab that were also present on the command card (namely, "Move" and "Attack") but the units could neither do anything by explicit command nor automatically when placed on the map. You mentioned "linking" the abilities, is that the step I'm missing? How do I do that? I read the galaxy/data/units wiki but I didn't know exactly what I was looking for because there was just so much information. If you could at least direct me to a section of that article that would be very helpful. Thanks!
Still sorta new to the galaxy editor (read: super noob), but here's what I'm trying to do:
A unit walks onto a beacon and makes all enemy units in a specified custom area show up as those red sensor tower signatures. I don't, however, want that big white line on the minimap, as the semi-revealed area is not to be in a circle shape.
I doubt this is possible, but could I also make a custom "white line area" for my custom sensor tower?
Also maybe you can give me more details how to "base a unit" on something else, and I'm not sure what to do from the Abilties > Fields submenu, I'm staring at an ability list that doesn't have my unit or actor. Do I create new abilities for my custom unit?
Damn you and your over-complication, Galaxy Editor!!
Thanks Nardival, you it's pretty difficult to find good tutorials out there, my biggest ally has definitely been this site. I will definitely check out the IRC channel. I'm not an IRC regular, maybe you can give me some more details on that channel?
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@Ahli634: Go
A simple thing that makes total sense conceptually that I would never figure out on my own. Thanks Ahli, you are awesome.
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@Ahli634: Go
Argh you're losing me.... how do I save the firebat reference to a local unit variable?
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@jcraigk: Go
If you are taking about making them have more or fewer little green squares (in the way that the siege tank has like 12 and the zergling has 3 or 4) I know there's a way. Under the Actor tab, it's UI: Bar Width. Note that each unit doesn't equal one little health "square" so it will take some tinkering.
Also, making this value zero is also a good way, I find, to disguise the health bars of doors to make them seem more like pieces of the environment.
0
Having a hard time making a unit spawn, come out of a drop pod, then walk to a point during a cinematic. His drop pod comes down, and he takes like 1 step out of it (which I conclude is just part of the drop pod animation sequence), but I can't get him to move to a new destination. Here's what my trigger looks like:
What line should I add after the last one to issue the order to move? I think the drop pod is somehow interfering with subsequent issue orders.
0
@Zolstice: Go
As I am "painting" with the disallow foliage brush I see no changes and no indication that anything is actually happening. Also, I don't get a gray overlay like this picture from the Blizzard tutorial shows (http://us.battle.net/sc2/en/game/maps-and-mods/tutorials/terrain/). But when I regenerate, it seems like it's done what I wanted it to. Do I have some sort of glitch? I cant tell where I'm painting as I do it. I hope that made sense.
Also, how do I "re-allow" an area to have foliage after I painted it to disallow?
0
@Telthalion: Go
I replaced one of my textures but the change isn't reflected when I plop down some tiles. Hmmm....
0
So I generated some foliage and it looks awesome, but I want to take a section of it out. As far as I can tell, the disallow foliage button doesn't do anything. I would guess that it straight up deletes patches of foliage but it doesn't. Help?
0
I know I saw a tutorial for this but I just can't seem to search the right words. Say I wanted some Char tiles to replace a couple tiles on my Tarsonis map, how would I do this? I found the map textures dialog, but it seems from here I can only overhaul my entire tileset, not mix and match.
0
How would one do this?
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@DrSuperEvil: Go
Thanks for your patience and thoroughness. I can finally make a unit! The journey begins...
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@DrSuperEvil: Go
While I'm at it let me also ask this: why does double-clicking on any menu item under the Ability: Command Card field (like, Ability: Command Card - Buttons - Face) bring me to the exact same menu? Why are there 12 fields that each appear to do the same thing (take me to the command card menu)?
0
I put some abilities in the Abilty: Abilities - Ability tab that were also present on the command card (namely, "Move" and "Attack") but the units could neither do anything by explicit command nor automatically when placed on the map. You mentioned "linking" the abilities, is that the step I'm missing? How do I do that? I read the galaxy/data/units wiki but I didn't know exactly what I was looking for because there was just so much information. If you could at least direct me to a section of that article that would be very helpful. Thanks!
0
Still sorta new to the galaxy editor (read: super noob), but here's what I'm trying to do:
A unit walks onto a beacon and makes all enemy units in a specified custom area show up as those red sensor tower signatures. I don't, however, want that big white line on the minimap, as the semi-revealed area is not to be in a circle shape.
I doubt this is possible, but could I also make a custom "white line area" for my custom sensor tower?
0
@Nardival: Go
Also maybe you can give me more details how to "base a unit" on something else, and I'm not sure what to do from the Abilties > Fields submenu, I'm staring at an ability list that doesn't have my unit or actor. Do I create new abilities for my custom unit?
Damn you and your over-complication, Galaxy Editor!!
0
Thanks Nardival, you it's pretty difficult to find good tutorials out there, my biggest ally has definitely been this site. I will definitely check out the IRC channel. I'm not an IRC regular, maybe you can give me some more details on that channel?