Are you wishing to add these via an upgrade, or manually?
If the later, I can help. This scenario is best when you are creating a new unit or modifying an existing one.
Go to Data->Actors, right click and Add Actor. Give it a name, click suggest for an ID, and pick Unit for the Actor Type. Leave the Parent Field. Click ok.
You now have an custom actor, but it lacks a model and some icons. It's also not used by any unit.
Go to the Models tab, right click and Add Model. Give it a name, click suggest for an ID, and change the Model type to Generic. Click ok. The only thing to worry about here is the Art:Model field. Double click on this and choose the model to represent the unit you want. If you wish to make deaths, this process is the same, just change the model to a model of a unit death. For Portraits, Model type to Generic and the Parent field to Portrait. There you can change the Art:Model field. Also change the flags to facial if the portrait is a face. (I believe this flag has to do with the camera angle on the portrait.) You really should change the Art:Image field too, as this effects the portrait if you select the 2d portrait option in-game.
Go back to your actor and set the following: (Basic) Art:Model to the unit model. (Basic) Art:Model (Build) to the unit model. (If you made/have an extra model for the unit's construction, use that instead.) (Basic) Art:Model (Placement) to the unit model. (If you made/have an extra model for the unit's placement, use that instead.)
(Basic) Art:Model (Portrait) to the unit portrait model.
Next, there is a field at the bottom right of your screen if you are in the actor. It's called Token. Under Token there is a field known as Unit Name. Double click the bogus value to the right of Unit Name and select your unit you wish to associate this actor with.
Now your actor has a model and is associated with a unit (meaning the unit now has this model), but it lacks icons. Within the actor, change the following: UI: Group Icon (Wireframe) UI: Hero Icon (Button) (Basic) UI: Life Armor Icon (Button) (Basic) UI: Shield Armor Icon (If your unit has shields and you wish to change it's shield armor icon) (Button) (Basic) UI: Unit Icon (Button) UI: Wireframe Shield (If your unit has shields and you have some extra wireframes to use) (Wireframe)
(Basic) UI: Wireframe (Wireframe)
Once you've done this, check the (Basic) UI: Highlight Tooltip (still in actor) to make sure that the unit isn't named something wrong. If it is, change the Text Key: to Unit/Name/YourUnitsName and type the correct name in the box below.
And you have a new custom actor!
For removal, you can just right click the actor you want to get rid of and pick Remove Actor. This is true for models as well. However, I assume you are referring to the default sc2 actors, because you cannot delete them this way. A duct tape fix is to set the Token of that actor to some bogus custom unit you can create and never use. The beauty of this is you can get rid of as many blizzard actors as you want this way.
I was working on my first RPG map (aquatic-themed) and I've run into a problem.
I wish to swap the model of my character once it hits level 5, and then at least two more times later on until it reaches it's maximum level of 42.
I've tried a working trigger that swaps the model at the correct level, but the problem is that the model reverts when the hero respawns (and perhaps when the game is rejoined). Another thing tried was to research a hidden upgrade via a trigger, that functions like the roach's model swap. This solution only set the upgrade level however, and the visual effect was either hidden within the existing model or nonexistent. I've also looked at reference RPG maps, and it's odd to see how rarely this feature is used. Currently, I am trying to work on a morph solution, but I cannot find out how to base a validator (to control the issue order) on levels.
Any ideas of what I can do? I know this is possible, as I see it in other RPGs (that I cannot download) like the Dragon RPG.
So here's the issue; in an small extension mod I created, I changed the model of the vanilla sc2 structures. While under construction, the building cannot be selected or manually attacked. This is especially bad when I halt construction of a building and cannot finish it, or when I cannot rally workers to a gas mine while the building is under construction. After construction, however, the building is selectable and works as intended.
Two important things:
-The models used are almost always doodads.
-If you play as the zerg (Underworld) and you keep your selection on the worker before and during it making a structure, a blank icon will appear, along with the description of the worker unit, and not the building. This is true for morphs as well.
• SmartByte is a Quality of Service (QoS) program that can cause issues with installing, patching and general connection issues for gaming. You will want to uninstall the program through the control panel and then reboot your system.
• Let’s reset the variables for SC2 • Click Start. • Click Documents or My Documents. • Open the StarCraft II folder. • Delete the variables.txt
• Our games requires an up-to-date operating system and current hardware drivers in order to run properly. These updates are essential in your computers health and life as well as game play. And we always want top performance for both. https://battle.net/support/article/000031024
0
The model reverts upon respawn.
How can you tie a respawn to a variable used in a comparison? Is there an event that checks for that?
In this map, I actually decided to use a morph ability instead. However, I'll keep this thread open, as I am interested in a possible solution.
0
Watch these.
0
Are you wishing to add these via an upgrade, or manually?
If the later, I can help. This scenario is best when you are creating a new unit or modifying an existing one.
Go to Data->Actors, right click and Add Actor. Give it a name, click suggest for an ID, and pick Unit for the Actor Type. Leave the Parent Field. Click ok.
You now have an custom actor, but it lacks a model and some icons. It's also not used by any unit.
Go to the Models tab, right click and Add Model. Give it a name, click suggest for an ID, and change the Model type to Generic. Click ok. The only thing to worry about here is the Art:Model field. Double click on this and choose the model to represent the unit you want. If you wish to make deaths, this process is the same, just change the model to a model of a unit death. For Portraits, Model type to Generic and the Parent field to Portrait. There you can change the Art:Model field. Also change the flags to facial if the portrait is a face. (I believe this flag has to do with the camera angle on the portrait.) You really should change the Art:Image field too, as this effects the portrait if you select the 2d portrait option in-game.
Go back to your actor and set the following:
(Basic) Art:Model to the unit model.
(Basic) Art:Model (Build) to the unit model. (If you made/have an extra model for the unit's construction, use that instead.)
(Basic) Art:Model (Placement) to the unit model. (If you made/have an extra model for the unit's placement, use that instead.)
(Basic) Art:Model (Portrait) to the unit portrait model.
Next, there is a field at the bottom right of your screen if you are in the actor. It's called Token. Under Token there is a field known as Unit Name. Double click the bogus value to the right of Unit Name and select your unit you wish to associate this actor with.
Now your actor has a model and is associated with a unit (meaning the unit now has this model), but it lacks icons. Within the actor, change the following:
UI: Group Icon (Wireframe)
UI: Hero Icon (Button)
(Basic) UI: Life Armor Icon (Button)
(Basic) UI: Shield Armor Icon (If your unit has shields and you wish to change it's shield armor icon) (Button)
(Basic) UI: Unit Icon (Button)
UI: Wireframe Shield (If your unit has shields and you have some extra wireframes to use) (Wireframe)
(Basic) UI: Wireframe (Wireframe)
Once you've done this, check the (Basic) UI: Highlight Tooltip (still in actor) to make sure that the unit isn't named something wrong. If it is, change the Text Key: to Unit/Name/YourUnitsName and type the correct name in the box below.
And you have a new custom actor!
For removal, you can just right click the actor you want to get rid of and pick Remove Actor. This is true for models as well. However, I assume you are referring to the default sc2 actors, because you cannot delete them this way. A duct tape fix is to set the Token of that actor to some bogus custom unit you can create and never use. The beauty of this is you can get rid of as many blizzard actors as you want this way.
Hope this helps.
0
I was working on my first RPG map (aquatic-themed) and I've run into a problem.
I wish to swap the model of my character once it hits level 5, and then at least two more times later on until it reaches it's maximum level of 42.
I've tried a working trigger that swaps the model at the correct level, but the problem is that the model reverts when the hero respawns (and perhaps when the game is rejoined). Another thing tried was to research a hidden upgrade via a trigger, that functions like the roach's model swap. This solution only set the upgrade level however, and the visual effect was either hidden within the existing model or nonexistent. I've also looked at reference RPG maps, and it's odd to see how rarely this feature is used. Currently, I am trying to work on a morph solution, but I cannot find out how to base a validator (to control the issue order) on levels.
Any ideas of what I can do? I know this is possible, as I see it in other RPGs (that I cannot download) like the Dragon RPG.
0
I found out that there was an actor that had an event that created every time a unit was loaded into the game. Once corrected, the issue was resolved.
0
Odd enough, other mods I've created in a similar fashion don't have this error. Is it possible that a certain flag or setting was disabled?
0
So here's the issue; in an small extension mod I created, I changed the model of the vanilla sc2 structures. While under construction, the building cannot be selected or manually attacked. This is especially bad when I halt construction of a building and cannot finish it, or when I cannot rally workers to a gas mine while the building is under construction. After construction, however, the building is selectable and works as intended.
Two important things:
-The models used are almost always doodads.
-If you play as the zerg (Underworld) and you keep your selection on the worker before and during it making a structure, a blank icon will appear, along with the description of the worker unit, and not the building. This is true for morphs as well.
Any ideas? I uploaded the mod just in case.
Mod File
0
I have been toying around with the triggers forever and I can't seem to figure this out. Is there a tutorial of some sort?
0
Is this what you where saying? Sorry, I am rather new to triggers and don't really how to use them very well.
0
How can the alliance be formed based on hero choice?
0
I don't have any triggers as such. I did create this one, but it does not seem to work.
0
You're welcome! Blizzard support gave me that information, so if you are still having issues, go to their customer support.
0
@CptnMagyar
This is about what I got. It fixed the issue.
~ ~ ~ Troubleshooting ~ ~ ~
• SmartByte is a Quality of Service (QoS) program that can cause issues with installing, patching and general connection issues for gaming. You will want to uninstall the program through the control panel and then reboot your system.
• Let’s reset the variables for SC2
• Click Start.
• Click Documents or My Documents.
• Open the StarCraft II folder.
• Delete the variables.txt
• Our games requires an up-to-date operating system and current hardware drivers in order to run properly. These updates are essential in your computers health and life as well as game play. And we always want top performance for both. https://battle.net/support/article/000031024
Windows 10 update: https://support.microsoft.com/en-us/instantanswers/c4a6d3df-d0d4-42b6-0018-ca48577f9909/update-windows-10
Intel automatic updater:
http://www.intel.com/content/www/us/en/support/detect.html
0
These are my triggers. I am very new to the trigger editor, so anything I've done was though tutorials.
0
I have a quick question about this. How can this be done on a mod? There is no game variant tab in the mod editor, so how can it be done?