Tinting specific parts of a model is indeed impossible, however a custom texture should work. You could export the textures of the spawning pool (the diffuse and emissive most likely) and edit them slightly (changing the color should not be too different), then re-import them either on the exact same path to replace the default ones, or use this method; which is more work, but you can still use the original spawning pool then.
When I try to export the files it wont let me save them. Their extensions are screwed up? I'll try back in the morning it's pretty... uh... early here. 4 am x.x
Just browsing through using browse console command I found the following:
effect models
SC1 Zerg Construction Model (all 3 variations)
dragoon attack missile
dragoon attack missile impact
guardian missile
disruption web model
feedback model
feedback impact
feedback launch
maelstrom model
energy transfer impact
energy transfer launch
SC1 Terran Construction Model (1 variation)
Hydralisk acid spit
Hydralisk acid impact
Devourer attack missile
Lockdown model
lockdown missile model
Stasis model
Recall model
Mindcontrol model
irradiate model
medic heal model
optic flare model
restoration model
razor plague model (could be defiler plague not 100% sure though)
sunken colony missile
spore colony missile
spore colony missile impact
unit models
dark archon model
dark archon death model
scout model
scout warp in model
scout stargate warp in model
observer model(s)
lurker models
scourge model
scourge death model
wraith model(s)
firebat model(s)
goliath model(s)
medic model(s)
science vessel model(s)
spider mine model(s)
vulture model(s)
buildings
control tower model
science facility model(s)
nuclear silo model
fusion core model
etc
I need someone to edit the spawning pool model or textures and tint the color of the pool inside it to a purplish-bright pink color instead of the default green color. I don't want any other part of the model tinted just the actual pool part. Thanks to anyone who can do this. I would myself but I do not have 3D Max, nor do I know how to properly use it.
I want to tint the pool of liquid in the Spawning Pool a blue color instead of green, but leave the rest of the actor un-tinted, how can I do this? Do I need a custom texture or an actual edit of the model?
That should be the first action in the trigger... xD Basicly you changed nothing because you stored it at a point where you already lost the value. I guess it's as Ranakastrasz sad, the removal of the unit also removes the link the the Triggering Player.
I guess I should have thought to put the set variable at the beginning of the trigger. Now it works lol. The remove unit action doesnt have anything to do with it. Thanks :D
Hmm I heard of a problem where triggers "forget" the value for triggering player. However I never encoutered it myself. Try storing triggering player in an integer variable and see if it works...
I tried setting a variable to triggering player just before the camera - pan action, it still didn't return the correct value. :/
Well, If you remove a unit, then refer it it, I expect some technical difficulties will occur. Basically, Remove (Triggering Unit) at the end of the trigger, as I imagine (Triggering Unit) would be Picked in that loop, and removed, and once it is removed, well, It tends to not belong to any player.
Also, Triggering Player, I wouldn't expect to work, as the trigger does not have anything to do with a player.
It might be the removal of the unit that's causing this, maybe. I'll try moving the remove units action down after the camera - pan action.
BTW it counts "Triggering Player" as the owner of the triggering unit, according to the hint text associated with this event. And likewise with damaging player etc. I was using owner of unit (triggering unit) before I switched to triggering player and it worked up until the same point.
Edit: Nope, moving the remove action to the end of the trigger doesn't fix it.
ConvertHumantoHybridEventsUnit-AnyUnittakesFatalAnydamage(fromAnyeffects)LocalVariablesConditions(Unittypeof(Triggeringunit))==Human(Builder)((Triggeringplayer)isinHumans)==true((Triggeringplayer)isinHybrids)==trueActionsUI-Display((Text(Nameofplayer(Triggeringplayer))withcolor(Color((Currentplayer(Triggeringplayer)color))))+(" has been killed by "+((Text(Nameofplayer(Damagingplayer))withcolor(Color((Currentplayer(Damagingplayer)color))))+andwillnofor(Allplayers)toDebugareaUnitGroup-Pickeachunitin(Anyunitsin(Entiremap)ownedbyplayer(Triggeringplayer)matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsUnit-Remove(Pickedunit)fromthegamePlayerGroup-Removeplayer(Triggeringplayer)fromHumansPlayerGroup-Addplayer(Triggeringplayer)toHybridsUnit-Set(Damagingunit)Experienceto(((Damagingunit)Experience(Current))+((+((Real(hybHeroLevel[(Damagingplayer)])),(Real(1))))*(Real(100))))Player-Modifyplayer(Damagingplayer)Minerals:Add100Player-Modifyplayer(Damagingplayer)Vespene:Add5Player-Modifyplayer(Triggeringplayer)Minerals:Subtract1000000000Player-Modifyplayer(Triggeringplayer)Vespene:Subtract1000000000Player-Modifyplayer(Triggeringplayer)Minerals:Add(1*(Integer((Round((MissionTime))))))General-If(Conditions)thendo(Actions)elsedo(Actions)If(MissionTime)>=900.0ThenPlayer-Modifyplayer(Triggeringplayer)Vespene:Add5ElseGeneral-Wait2.0RealTimesecondsCamera-Panthecameraforplayer(Triggeringplayer)to(CenterofHybridSpawn)over0.0secondswith100%initialvelocity,0%deceleration,andDoNotusesmartpanningUnit-Create1Hybridforplayer(Triggeringplayer)at(CenterofHybridSpawn)usingdefaultfacing(NoOptions)Environment-ExecuteLevelUpEffectTriggeron(Lastcreatedunit)fromplayer0UI-DisplayYouhaverespawnedasaLesserHybr...for(Playergroup((Triggeringplayer)))toDebugarea
This trigger works fine, up until the "camera - pan" action and beyond, where it gives me an error ingame saying that triggering player is returning -1. I've tried using Owner of Unit(Triggering Unit) and it returns 16, which is an impossible value because you can only have a maximum of 15 players in the game. How do I fix this??
Could anyone make a model similar to WC3's hero level up model? The giant vertical beam decending from 'heaven'?. Even a direct port of the wc3 model would be nice, if that's easier. Needs to be animated to look heavenly kind of like your being blessed.
I cant figure out how to remake the two chain lightning spells for a map I'm remaking. I was wondering could anyone help me remake them? They're very crucial to the game but I cant figure out how to create them in the data editor.
Whoever can help me with this I'll give mad props to them in the map and loadscreen and a special skin for common units in-game once the map is done.
--
Here is what I need done:
Ability Name: Chain Lightning
Hotkey: H
Energy Cost: 250
Intial Damage: 125
Intial Amount of Bounces: 4
10 Second Cooldown All Levels
Targets an enemy unit intially, and then upon hitting them it jumps to nearby enemy units, each jump decreasing the damage by 10%.
15 Levels
+25 damage a level, all the way to level 15 for a total of 500 damage
+1 target a level until level 7, then stop adding targets for the remaining levels
---
Ability Name: Healing Bolt
Hotkey: E
Intial Energy Cost: 175
10 Second Cooldown All Levels
10 Levels
Targets an allied unit (including the unit that can cast this) and sends forth a beam that heals the target, and then bounces to nearby allied targets - healing them the same amount. Can only hit each target once per use, once hit you cannot be hit again by the same instance of the spell. This includes the intial target.
Nvm, doesn't work. I made two new validators by copying from the caster not attacking validator, and switched their abilities to two of the other abilities my hero has, and then added the two new validators to the cloak behavior under remove validators. It doesn't seem to be taking the new validators into consideration even though they're linked.
And is there any validator or way to have cloak remove itself when the unit actually strikes another unit (not when he is just issued an attack command) if cloak has the caster not attacking validator under the remove validators section?
Or would this also create one thread per unit... I think if you can do this for a unit group of whatever is selected that would work?
Also for attack move units, couldn't you just queue it the move order so that after the unit is done auto-attacking the trigger will resume checking the original move pathing? Your need to save the orders as points. Or I guess you will also have to check the individual unit's pathing first..
the screenshot i last posted would hit the trigger execution time limit
so thats about 400 nodes
now it takes 41ms to run which is perfect.
now i just have to develop the best way to make units use this.
off the top of my head im thinking of adding units to a variable and have a running thread which picks units from this variable one at a time.
ideas?
Try this:
Events
selected units use move ability
Condition
unit is ground unit = true
Actions
Your Custom Action, with values changed to fit the events and conditions.
Or you could just do one big trigger, with an if then else event covering each ground unit. Make the trigger check to see what unit it is, then follow up with the appropriate action once it's found the unit. This way you aren't running any other actions than you necessarily have to. But you could also just do individual triggers for each unit, and that might give similar results.
41ms is still kind of high isn't it, does it work efficiently enough in-game?
0
Thanks for ya help :D
0
When I try to export the files it wont let me save them. Their extensions are screwed up? I'll try back in the morning it's pretty... uh... early here. 4 am x.x
0
Just browsing through using browse console command I found the following:
effect models
SC1 Zerg Construction Model (all 3 variations)
dragoon attack missile
dragoon attack missile impact
guardian missile
disruption web model
feedback model
feedback impact
feedback launch
maelstrom model
energy transfer impact
energy transfer launch
SC1 Terran Construction Model (1 variation)
Hydralisk acid spit
Hydralisk acid impact
Devourer attack missile
Lockdown model
lockdown missile model
Stasis model
Recall model
Mindcontrol model
irradiate model
medic heal model
optic flare model
restoration model
razor plague model (could be defiler plague not 100% sure though)
sunken colony missile
spore colony missile
spore colony missile impact
unit models
dark archon model
dark archon death model
scout model
scout warp in model
scout stargate warp in model
observer model(s)
lurker models
scourge model
scourge death model
wraith model(s)
firebat model(s)
goliath model(s)
medic model(s)
science vessel model(s)
spider mine model(s)
vulture model(s)
buildings
control tower model
science facility model(s)
nuclear silo model
fusion core model
etc
theres prob more but thats what i found lol.
0
I need someone to edit the spawning pool model or textures and tint the color of the pool inside it to a purplish-bright pink color instead of the default green color. I don't want any other part of the model tinted just the actual pool part. Thanks to anyone who can do this. I would myself but I do not have 3D Max, nor do I know how to properly use it.
0
I want to tint the pool of liquid in the Spawning Pool a blue color instead of green, but leave the rest of the actor un-tinted, how can I do this? Do I need a custom texture or an actual edit of the model?
0
I guess I should have thought to put the set variable at the beginning of the trigger. Now it works lol. The remove unit action doesnt have anything to do with it. Thanks :D
0
I tried setting a variable to triggering player just before the camera - pan action, it still didn't return the correct value. :/
It might be the removal of the unit that's causing this, maybe. I'll try moving the remove units action down after the camera - pan action.
BTW it counts "Triggering Player" as the owner of the triggering unit, according to the hint text associated with this event. And likewise with damaging player etc. I was using owner of unit (triggering unit) before I switched to triggering player and it worked up until the same point.
Edit: Nope, moving the remove action to the end of the trigger doesn't fix it.
0
okay look at this:
This trigger works fine, up until the "camera - pan" action and beyond, where it gives me an error ingame saying that triggering player is returning -1. I've tried using Owner of Unit(Triggering Unit) and it returns 16, which is an impossible value because you can only have a maximum of 15 players in the game. How do I fix this??
0
Could anyone make a model similar to WC3's hero level up model? The giant vertical beam decending from 'heaven'?. Even a direct port of the wc3 model would be nice, if that's easier. Needs to be animated to look heavenly kind of like your being blessed.
0
I cant figure out how to remake the two chain lightning spells for a map I'm remaking. I was wondering could anyone help me remake them? They're very crucial to the game but I cant figure out how to create them in the data editor.
Whoever can help me with this I'll give mad props to them in the map and loadscreen and a special skin for common units in-game once the map is done.
--Here is what I need done:
Ability Name: Chain Lightning
Hotkey: H
Energy Cost: 250
Intial Damage: 125
Intial Amount of Bounces: 4
10 Second Cooldown All Levels
Targets an enemy unit intially, and then upon hitting them it jumps to nearby enemy units, each jump decreasing the damage by 10%.
15 Levels
+25 damage a level, all the way to level 15 for a total of 500 damage
+1 target a level until level 7, then stop adding targets for the remaining levels
---Ability Name: Healing Bolt
Hotkey: E
Intial Energy Cost: 175
10 Second Cooldown All Levels
10 Levels
Targets an allied unit (including the unit that can cast this) and sends forth a beam that heals the target, and then bounces to nearby allied targets - healing them the same amount. Can only hit each target once per use, once hit you cannot be hit again by the same instance of the spell. This includes the intial target.
----Thanks!
0
Nvm, doesn't work. I made two new validators by copying from the caster not attacking validator, and switched their abilities to two of the other abilities my hero has, and then added the two new validators to the cloak behavior under remove validators. It doesn't seem to be taking the new validators into consideration even though they're linked.
And is there any validator or way to have cloak remove itself when the unit actually strikes another unit (not when he is just issued an attack command) if cloak has the caster not attacking validator under the remove validators section?
0
lmfao now I feel dumb. Something didn't click when I was doing it that attack is also an ability and its validator can be used for whatever ability.
0
How do you actually set it up? Been trying different combos for about a half an hour now, cant figure it out.
0
Would this work?
Or would this also create one thread per unit... I think if you can do this for a unit group of whatever is selected that would work?
Also for attack move units, couldn't you just queue it the move order so that after the unit is done auto-attacking the trigger will resume checking the original move pathing? Your need to save the orders as points. Or I guess you will also have to check the individual unit's pathing first..
0
Try this:
Events
selected units use move ability
Condition
unit is ground unit = true
Actions
Your Custom Action, with values changed to fit the events and conditions.
Or you could just do one big trigger, with an if then else event covering each ground unit. Make the trigger check to see what unit it is, then follow up with the appropriate action once it's found the unit. This way you aren't running any other actions than you necessarily have to. But you could also just do individual triggers for each unit, and that might give similar results.
41ms is still kind of high isn't it, does it work efficiently enough in-game?