I did a quick search and found a few threads that all have the same answers. However, I did it a completely different way. I was wonder though why it was said over and over that it's achieved through actors. I have working warp in effects for non-protoss units in my map and I did it without touching actors. When a marine is warped in for example, it plays the first 2 seconds of the warp in animation of the zealot, which is just long enough where you don't see the outline look of the zealot before the marine appears.
When you warp in a stalker and the warp in animation plays, you can see the outline/makings of a stalker before it comes to life. Is it possible with non-protoss units to have that outline/makings of itself or is it impossible because the warp in animation model doesn't exist for non-protoss units?
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The warp-in models, which slowly build up the protoss units are specific models. You could maybe simulate something similar by changing size or opacity of the unit models or something, but you would need specific models for all your units, if you want it to look exactly the same.
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I did a quick search and found a few threads that all have the same answers. However, I did it a completely different way. I was wonder though why it was said over and over that it's achieved through actors. I have working warp in effects for non-protoss units in my map and I did it without touching actors. When a marine is warped in for example, it plays the first 2 seconds of the warp in animation of the zealot, which is just long enough where you don't see the outline look of the zealot before the marine appears.
You might not need to mess with the actor tab in data, but just about every visual in the game is handled with actors. You probably created a model via trigger, which internally just creates an actor.
Afaik, there is also a "neutral" warp-in effect, which does not show any unit outline (not sure, how exactly it is called, though); you could use that instead, so you don't need to cancel it prematurely.
@Kueken531: Go
Yeah, I kinda figured that about the warp in models, thanks for the verification. I did all my work in data (I avoid triggers at all costs if I can avoid it). A simple modification of adding the warpable ability to the unit and changing the Model(Build) to either zealot or stalker. For larger units I just duplicated the Model(Build) and resized. Since it only plays the first 2 or so seconds (which is linked via the build/construction time in warptrain ability) it worked out ok. The first 2 seconds of both stalker and zealot look neutral enough IMO. Does it hurt anything or could it cause lag doing it the way I did?
Rollback Post to RevisionRollBack
The Team - TnTProductions
TnTProductions latest Project - Docking Bay 13
TnTProductions Epic RPG in the making - Psionics: Chaos Rising
Check out our website on wixx! http://bulletbutter.wix.com/tntproductions
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I did a quick search and found a few threads that all have the same answers. However, I did it a completely different way. I was wonder though why it was said over and over that it's achieved through actors. I have working warp in effects for non-protoss units in my map and I did it without touching actors. When a marine is warped in for example, it plays the first 2 seconds of the warp in animation of the zealot, which is just long enough where you don't see the outline look of the zealot before the marine appears.
When you warp in a stalker and the warp in animation plays, you can see the outline/makings of a stalker before it comes to life. Is it possible with non-protoss units to have that outline/makings of itself or is it impossible because the warp in animation model doesn't exist for non-protoss units?
The warp-in models, which slowly build up the protoss units are specific models. You could maybe simulate something similar by changing size or opacity of the unit models or something, but you would need specific models for all your units, if you want it to look exactly the same.
You might not need to mess with the actor tab in data, but just about every visual in the game is handled with actors. You probably created a model via trigger, which internally just creates an actor.
Afaik, there is also a "neutral" warp-in effect, which does not show any unit outline (not sure, how exactly it is called, though); you could use that instead, so you don't need to cancel it prematurely.
@Kueken531: Go Yeah, I kinda figured that about the warp in models, thanks for the verification. I did all my work in data (I avoid triggers at all costs if I can avoid it). A simple modification of adding the warpable ability to the unit and changing the Model(Build) to either zealot or stalker. For larger units I just duplicated the Model(Build) and resized. Since it only plays the first 2 or so seconds (which is linked via the build/construction time in warptrain ability) it worked out ok. The first 2 seconds of both stalker and zealot look neutral enough IMO. Does it hurt anything or could it cause lag doing it the way I did?