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    posted a message on Custom Splat?

    @DrSuperEvil: Go

    No, it should remain flat on the ground as shown in the image. A simple quadratic texture below the unit. It's not supposed to move nor to show an animation.

    Posted in: Data
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    posted a message on Custom Splat?

    @DrSuperEvil: Go

    I made it so that a quad actor is created when the unit of choice is born (via events).

    For Actor Type "Quad", Parent "GuideVisualQuadSplatDown (Deprecated)" it actually worked while the actor was referencing to an Actor Type "Splat", Parent "GuideVisualQuadSplatModel (Deprecated)" as launch, center and impact actors, which again referenced to UI type models. The result I got was that an animated plane appeared below the unit.

    Then, I tried to change the model to the dirtywater plane, which I hope has a perfect quadratic shape. But when I switched the model file, the actor didn't work ingame anymore (splat failed to load).

    This solution comes close to what I want to achieve, but it isn't there yet. I lack experience with actors in general, so I'm really clueless about what to do to fix this.

    Posted in: Data
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    posted a message on Custom Splat?

    @DrSuperEvil: Go

    What I mean is that I want to get something like displayed on the screenshot (this is not the result I got).

    Unfortunately, I haven't come across quad type actors before, so I don't know if they're suitable to get there.

    Posted in: Data
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    posted a message on Custom Splat?

    @DrSuperEvil: Go

    This.

    Posted in: Data
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    posted a message on Custom Splat?

    @DrSuperEvil: Go

    Splats seemingly only have an alpha mask (instead of normal, diffuse, ...). Do I have to swap this? I want the texture to be solid at the end.

    EDIT: Found answer on here: https://www.sc2mapster.com/forums/development/artist-tavern/29704-splats-o/

    I think all of this is going into a wrong direction. I just want to have a visual indication on the grid used by the unit. Can't I do something besides using splats? How do I find a model that is shaped perfectly quadratic?

    Posted in: Data
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    posted a message on Custom Splat?

    @DrSuperEvil: Go

    Awesome, thank you!

    Posted in: Data
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    posted a message on Custom Splat?

    @DrSuperEvil: Go

    Thanks! I have created a model actor and added a splat m3. However, in events I cannot find any way to swap textures upon creation.

    Model swap is available though.

    Posted in: Data
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    posted a message on Custom Splat?

    Bump (after 6 years). Would like an answer on that too.

    Posted in: Data
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    posted a message on Change texture below structure

    Hi guys,

    When a structure is built, the texture below the structure is supposed to change (according to the footprint size, like 2x2 in the case of a supply depot). How can I get this to work?

    Thanks!

    Posted in: Data
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    posted a message on Hover image for dialog item image? Or any other way to highlight dialog backgrounds?

    Hi there,

    I want a dialog to have multiple buttons and when I hover over the buttons, the background behind and around the buttons is supposed to be highlighted (the buttons themselves don't have a hover image for various reasons).

    My first approach was to use a "dialog item image" with a transparent image and place it behind the buttons to use a hover image effect to switch to a highlighted mode. Then I realized that hover images don't work on image dialog items (even not with the "accept mouse" flag).

    Now I'm out of options already. Do you have any?

    Posted in: Triggers
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    posted a message on Questions regarding countdown labels

    Hi guys,

    It's actually hard to describe what I exactly want. From some games, you might know the effect that numbers in the after-game statistics (i.e. from XP gathered) count down from the collected value to 0, and they are simultaneouly added to the pool of overall XP (from all games).

    An other frequently seen application is that all statistical figures start at 0 and increase to the gathered amount over the course of 1-2 seconds.

    I have seen something like that in SC2 just one single time, so I at least know it's possible. Do you have any clues on how to approach this?

    Thanks a lot!

    Posted in: Triggers
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    posted a message on Issue building order to unit with manual placement
    Quote from Usernameisntworkingright: Go

    So you want the hovering model of the building? I believe there is an event that detects whenever your mouse is moved. You'll probably have to use a separate trigger that fires every time your mouse moves to see if you have to move an actor for the placement model.

    This is one of the complex workarounds I definitely want to avoid. Thanks for pointing out the approach, though.

    Quote from Alevice: Go

    i assume you want something similar to the pylon placement on the spear of adun. the way you do that is to have a dummy unit with the ability (use the deploy pylon ability as reference) and then create a custom command card that is always attached to that dummy unit. you dont use dialog buttons per se.

    I don't really know what spear of adun is, because I never played LotV. But I'll look into the mechanics there. Thanks.

    Posted in: Triggers
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    posted a message on Issue building order to unit with manual placement
    Quote from Bilxor: Go

    When you order a player-controlled unit to build a structure using Issue Order trigger it still shows the placement model regardless. I guess I don't understand the problem?

    It doesn't for me. I have to specify a target (point/location) to place the structure in the Issue Order command. If I choose Issue Order without Target the unit doesn't even move an inch.

    Can u tell me the command line for this to work like you just explained?

    EDIT: This thread describes my exact problem: https://www.sc2mapster.com/forums/development/map-development/693-building-units-with-dialog-buttons/

    It doesn't matter to me whether I have a unit with the building ability or not, I simply want that when I press a dialog button I immediately enter placement mode for a certain structure.

    Posted in: Triggers
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    posted a message on Issue building order to unit with manual placement

    Hi guys,

    Want to build structures by using triggers, and thought that maybe it was easiest when I issue a building order to some unit. But I want the player to be able to place the structure as usual (with the greenish transparent footprints).

    Any way this is possible? Have read through tons of stuff already and found only complex workarounds.

    Thanks!

    Posted in: Triggers
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    posted a message on WoW models from custom game suddenly have no textures

    Commit leads in my case to an "empty" or invisible (idk) model file of about 20kb. After importing via m3 importer v1.7, there's no material whatsoever to be seen... and this affects all the models I have.

    Posted in: Artist Tavern
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