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    posted a message on Beacon modification
    Quote from Etravex: Go

    I've taken the Large Protoss Beacon and enlarged it considerably. As a result, the brightness when you test the map out makes it so that you can barely see the units if they are within the beacon. Is there a way to tone down the brightness and make it more dull? Also it seems to me that the beacon sits up higher than the ground intersecting buildings and even covering some. is there a way to lower the height of this object so that it sits perfectly on the ground?

    Thank you

    The beacon appears to cover things because it isn't a flat object and has height (z axis). To fix this, in the Data Editor, open up the main Actor for the Beacon_Protoss unit you're using, and double-click the Art - Scale. Change the X and Y values to match the scale value you want (so it's super huge), but lower the Z value to very low (try 0.01 to start). This will flatten the model and therefore keep it against the ground surface. It also, however, removes the feeling of "depth" obviously, but sounds like that's what you want. Mess with this Z value until you like the result.

    As for the brightness, also within the Data Editor, with the same Beacon_Protoss Actor selected, double-click the Event - Events+ field, right-click, Add Event, and set Msg Type to "Unit Birth" and Source Name to "Beacon (Protoss Large)". For the Term under your event, change Msg Type to "Set Opacity" and alter the Opacity value as you see fit. This of course will blend the model into the background more and allow your units to stand out.

    Hope that helps!

    Posted in: Miscellaneous Development
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    posted a message on Suppress Doodad Destroy on Nearby Explosion
    Quote from Rorax: Go

    I'm not exactly the most savy here, but is there no field for doodads in the "search" for the explosion? and thus, can you not change this to exclude ?

    Thanks for the suggestion Phaos, but sadly it seems there is no such field for Doodads.

    On the plus side, for anyone wondering, after spending a bit more time messing with the Doodad:Events, I decided to try creating a Unit:Structure version of the hex line, and solved the issue. Creating the Unit:Structure from a General > CUnit > Structure Object Type, adding the model, and setting a number of Unit Flags (uncommandable, unclickable, no tooltip, etc.). Turned out, given that the functions for creating/modifying Actors are very similar to those to create/modify Units, I didn't have to change very many lines of code, so all is well.

    Posted in: Data
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    posted a message on Suppress Doodad Destroy on Nearby Explosion

    Hi All,

    In my current project, I've used a number of Actor:Doodads to create a hexagonal grid system. Unfortunately, it turns out that Doodads are susceptible to nearby explosion damage - any unit death that causes an explosion of any kind seems to destroy all nearby Doodads. Perhaps this is useful to know for future use, perhaps in creating "holes" in custom Doodad terrain from massive battles, but for my needs, I am trying to find out how to prevent the death of these Doodad Actors.

    Below you can see an example from in-game of the before explosion and after:

    Pre-Explosion

    Pre-Explosion

    Post-Explosion

    Post-Explosion

    Within the Data Editor, Doodad actors only have a handful of Fields, as seen below:

    Field	Hex Energy Line (Orange)
    Actor - Doodad Flags	Pause Animations While Fogged
    Actor - Footprint	
    Art - Facing	0.000000
    Art - Model	ProtossEnergyLineOrange (Unnamed) Copy
    Art - Radius	0.5000
    Art - Scale	(0.200000,0.600000,1.000000)
    Event - Events +	(ActorCreation|ActorCreation|Signal.*.TurnOn|ActorCreation|Signal.*.TurnOn|TimerExpired; TimerName DelayQuery):(|||||):(Create SoundEmitter Doodad_ProtossEnergyLineOrange|AnimPlay Stand Stand PlayForever|AnimPlay Work Stand,Work PlayForever|SetTintColor 255,23,29|TimerSet 0.125000 DelayQuery|QueryRadius 2.000000 ProtossEnergyLineQuery)
    

    I suspect the suppression will require a specific event, such as intercepting the ActorDestroy event or similar to stop the death of the Actor, but I'm unable to determine exactly which event to do this, if any.

    If anyone has any advice, I'd greatly appreciate it. As a last resort, I suppose I can probably recreate my Actor:Doodads that form the hexagon sides from un-clickable/un-commandable Units and then make them invulnerable, but I'd prefer to use the Doodad code I've already created of course.

    Thanks!

    Posted in: Data
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