This is for making a skybox with out using the skybox data field in the terrain tilesets. Basically you make an actor that uses the Skybox models.
This gives you some advanced functionality such as control over the actor to effect the displayed textures. Im just scratching the surface of this here.
This is done dynamically i could have multiple actors one for each skybox and create/destroy them at will. I could also possibly use Set Catalog Value to change what skybox is actually displayed. For starters Im just going over the basics of how to use this to be able to tint the skybox color.
1. duplicate Actor "Light omni cyan" with only the actor itself being duplicated do not duplicate any of the links :::Update you will want to base your actor on the Default "SearchLight" Actor..... this actor will allow you to set blend duration when changing its tint color.
2. change new actors name to "My_Skybox" (this is done in the data editor click click select the duplicated actor and change the name and id to be this)
4. create the actor with a trigger (you can create the actor anywhere on map i used center of entire map) (this is done with actions with-in triggers) if you dont know what this means you shouldnt be reading this tutorial.
5. save this actor to a gobal variable ( this is done with actions after creating the actor)
6. Now modify the color by sending the Actor Message of set tint color.( this is an actor message , which is and action that you use inside triggers)
Note: When setting the tint duration to something other then 0 this fails. I am not sure if this is due to the actor i have duplicated not supporting the blending operation or something that is hard coded into the model. :::::: Update this does not fail when using the "SearchLight" actor as a base
Because if you support TOD LIGHTING one would expect a way to make the sky dark.... I wasnt expecting anything other then maybe someobody has come up with a way to "hide" the skybox other then changing clip plain .... what i would like to do is darken sky along with the TOD
I have my time of day lighting all set but the Sky box texture is not effected by it. Is there a setting in the lighting that affects the skybox textures?
Thanx alot for the feed back most of your suggesttions about the viewing, unit speed, and multi player pathing space should be addressed by the end of next week.
I will also be toning down the day/night cycles.
Not sure about the money thing atm.
I will be making it so you can toggle on and off the unit view/camera follow feature.
I will increase building speeds to be near instant
Game really shouldnt have ended for you at level 30 i believe you may have found a bug I wouldnt mind getting that replay from you.
Ill give more time to rebuild after the pathing changes
I will increase the units speed in general so they arnt so slow
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Try using Owner of (triggering Unit) rather then triggering player.
Also you need to increment that city counter you have there.
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This is for making a skybox with out using the skybox data field in the terrain tilesets. Basically you make an actor that uses the Skybox models.
This gives you some advanced functionality such as control over the actor to effect the displayed textures. Im just scratching the surface of this here.
This is done dynamically i could have multiple actors one for each skybox and create/destroy them at will. I could also possibly use Set Catalog Value to change what skybox is actually displayed. For starters Im just going over the basics of how to use this to be able to tint the skybox color.
1. duplicate Actor "Light omni cyan" with only the actor itself being duplicated do not duplicate any of the links :::Update you will want to base your actor on the Default "SearchLight" Actor..... this actor will allow you to set blend duration when changing its tint color.
2. change new actors name to "My_Skybox" (this is done in the data editor click click select the duplicated actor and change the name and id to be this)
3. Change model that new actor uses and set to a skybox model (this is dont in the data editor on the actor you just renamed) heres a list i found of available skyboxes
http://forums.sc2mapster.com/development/map-development/2076-skybox-info/
4. create the actor with a trigger (you can create the actor anywhere on map i used center of entire map) (this is done with actions with-in triggers) if you dont know what this means you shouldnt be reading this tutorial.
5. save this actor to a gobal variable ( this is done with actions after creating the actor)
6. Now modify the color by sending the Actor Message of set tint color.( this is an actor message , which is and action that you use inside triggers)
Note: When setting the tint duration to something other then 0 this fails. I am not sure if this is due to the actor i have duplicated not supporting the blending operation or something that is hard coded into the model. :::::: Update this does not fail when using the "SearchLight" actor as a base
For better view of images go to http://www.stardepot.org/index.php?act=viewtopic&id=128
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Because if you support TOD LIGHTING one would expect a way to make the sky dark.... I wasnt expecting anything other then maybe someobody has come up with a way to "hide" the skybox other then changing clip plain .... what i would like to do is darken sky along with the TOD
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Is there any way to update the sky box ...... Im having trouble finding a way to darken it for night time
[SOLVED] Check out my Dynamic Skybox Tut for a way to change skybox color
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I have my time of day lighting all set but the Sky box texture is not effected by it. Is there a setting in the lighting that affects the skybox textures?
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@zenx1: Go
Seriously not impressed
Id perfer to see two actuall spells such as fire and wind spells combined to be a a flaming wind inferno ...... kinda like naruto Ninjstu combinations
from the looks of the video the unit just does a differnt animation in the middle of the one ability .....
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Use the math operation
Mod()
basically it tells you if there is a remainder or not
conditions: mod (Kills/20) = 0 ; this is true when kills divided by 20 has no remainder if there is a remainder this would be false
so only when kills can be diveded by 20 evenly will it be false
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Oh and for anybody else reading this
if you do get a chance to test it .... I realize atm it can be kinda boring.........
Type -fastunits and you will recieve 1000 min and it will speed the units up to speed 7
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Thanx alot for the feed back most of your suggesttions about the viewing, unit speed, and multi player pathing space should be addressed by the end of next week.
I will also be toning down the day/night cycles.
Not sure about the money thing atm.
I will be making it so you can toggle on and off the unit view/camera follow feature.
I will increase building speeds to be near instant
Game really shouldnt have ended for you at level 30 i believe you may have found a bug I wouldnt mind getting that replay from you.
Ill give more time to rebuild after the pathing changes
I will increase the units speed in general so they arnt so slow
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You Could just make a A global boolean Called "LevelActive"
Have a condition that say LevelActive = false before proceding to spawn the wave
after you create the wave set this to true
after the wave is destroyed set it back to false so the next level can procede.
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Is it only a problem when there is no pathing route for the attacking units to reach the attacking turret?
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Vlaks take a look at my my Kill tracking example it handles all players kill tracking in a couple lines of code
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It might be related to the target priority values on your actual wall units.
From my understanding the ai sorts through the most valuable target to kill and kills them.
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shameless bump
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or you can check current hp vs the LifeMax the unit has in the data editor from get catalog field value