1) I don't think so, any reason you would want to do that?
2) You could create a validator "Enumerate area" that searches the area around the unit. For your actor event, you then add a term "ValidateUnit". You couldn't check if the target unit is on left/right side, but you could check if it's front or not.
To me, it sounds like you are trying to use actor events for something that shouldn't be managed with actor events... What's the big picture here?
Echoing Stragus here. Actors are for visuals only. Anything mechanical (like a unit's position) might be able to be retrieved via actor events, but certainly cannot be set by them.
It is very hard to determine the directionality of something. You would need a Buff that performs a periodic Create Persistent effect that uses Search Area effects at offsets which your actor then recognises.
If directionality does not matter, then do as StragusMapster suggested or use a Location Range validator.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I want to have a unit with 4 actors attached to it. The actors should be created depending on the units around that host unit. It must check every side and corner: Top-Left, Left, Bottom-Left, Bottom, Bottom-Right, Right, Top-Right, and Top to determine the correct actor.
when the specter moves out of position the star model is destroyed... i didnt attach it to tosh so you know its working... 8 position/points like you said...
1. Is it possible to retrieve the unit's position in the event editor?
I thought it would be something like this:
UnitBirth.UNIT -> StatusSet Position (x,y,z)
2. Also, if that is possible. Is it possible to check if the unit is next to a different particular unit?
I.e. if the unit is next to a particular unit on the left side..
UnitBirth.UNIT -> Is next to Unit X, on the Left? Do...
3. Lastly, Is there a way to check a status variable of a actor through the trigger editor?
Thanks.
1) I don't think so, any reason you would want to do that?
2) You could create a validator "Enumerate area" that searches the area around the unit. For your actor event, you then add a term "ValidateUnit". You couldn't check if the target unit is on left/right side, but you could check if it's front or not.
To me, it sounds like you are trying to use actor events for something that shouldn't be managed with actor events... What's the big picture here?
@StragusMapster: Go
Echoing Stragus here. Actors are for visuals only. Anything mechanical (like a unit's position) might be able to be retrieved via actor events, but certainly cannot be set by them.
It is very hard to determine the directionality of something. You would need a Buff that performs a periodic Create Persistent effect that uses Search Area effects at offsets which your actor then recognises.
If directionality does not matter, then do as StragusMapster suggested or use a Location Range validator.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
its possible but give us more info on what u are tying to do...
I want to have a unit with 4 actors attached to it. The actors should be created depending on the units around that host unit. It must check every side and corner: Top-Left, Left, Bottom-Left, Bottom, Bottom-Right, Right, Top-Right, and Top to determine the correct actor.
pseudo code
Or if you compare the positions of each unit:
im still not sure what you are trying to do but i think this is close to what u said...
Link Removed: http://www.mediafire.com/?1o82d985gr4wo6r
when the specter moves out of position the star model is destroyed... i didnt attach it to tosh so you know its working... 8 position/points like you said...