Hi, I'm currently making a tower defense map and haven't ran into too many issues. I did find two somewhat annoying ones however.
The first: I made a few towers with the High Templar, Observer, and a few others. However, all of these units have darker than usual colors. Almost like it's a shadow version of the unit. I really don't want those colors and I have no clue how to change them. I should mention that I also tried using the Events+ field to do the change. It proved to do nothing and the color remained the darkened tint it was before.
Second: All towers I make are copies of a photon cannons, just modified. However, when I build them in game, it shows a shadow of the base of the photon cannon beneath each tower. I assume it would be an easy fix, but I don't know the field I'd have to change.
Third: I have an anti-block trigger working on this map. It works fine with some towers. However, there are a few, namely the ones listed in the first issue, don't activate the trigger and it effectively blocks the attacking units. About half of the towers activate the trigger properly and refunds the price. But there are a few that will just block the creeps out right.
Any and all help would be very much appreciative. This is my first map I've ever made in the editor and these are the major things I can't figure out.
1) Are they just tinted dark or are they using the "Dark Protoss" campaign skins? Easiest way to check: the Dark Protoss have green glows instead of blue, make sure the team color is neither before testing. Other culprits may be UnpoweredVisual or Event Macro and/or Simple actors, these must either be set on the Unit actor, created through its Events+ field, or create themselves in response to a specific effect. The latter you should know about, as you have to apply the effect to the unit yourself.
2) That's the Photon Cannon's Splat actor. I assume it's created by the Unit actor through the Events+ field, in that case delete the event. Otherwise look at the Splat actor and figure out its creation trigger.
3) You might have to go to the Trigger forum, or at least post your trigger/the source thread (I assume you got it from a tutorial). In the meantime check the Footprints and various radii on the units in question. They should be equal if you always copied the Photon Cannon, but maybe you changed some to adjust the collision size. Set any questionable field to the value from a working tower and see if that fixes it.
Exactly what did you use as the copy source? Do you have any (de)buffs in place which include tinting, including ones that shouldn't be on the units at that time?
Check all actors in the Event: Macros+ field, these directly add to the main Events+. Since you claim to have copied everything from the Photon Cannon this field would include ProtossBuildingPowerUp and UnpoweredAnim, both of which mess with tint color. These 2 actors handle Protoss Pylon power visuals and can be removed if your structures don't require power to function. (actually you can remove them even if the structures need power, this will only deprive the player of a visual indicator without affecting gameplay mechanics in any way, as with next to all other actors)
You just solved the issue actually. It all happened because of the ProtossBuildingPowerUP and UnpoweredAnim. I checked after I removed those and it looks normal again. Thanks a ton. Just one last question. In the Events+ tab, I try to use the set tint action to recolor some units. Do the units actually become the color that is set? They seem to stay the same no matter which color I choose. I also chose ActorCreation for the MSG Type so would that affect how the units would be recolored?
Keep in mind they changed how the editor handles actor events, they apparently aren't run for the Terrain Module display (if there is an option to enable this again I haven't found it yet). Not that the editor ever could handle texture selects properly, but now you have to test all visual adjustments ingame through the Test Document option. Do the ingame test before messing with the actors, it can save you a lot of frustration.
The SetTintColor action does work, though there are many ways of interfering or disabling tinting. Almost all of these require deliberate user input or complex Host-Attachment relations, the only exception I currently remember is a global tint-erasing actor (usually of type Simple), which doesn't even show up in the data link navigator windows. Such an actor would have to be implemented by the mapmaker though, and it still needs a trigger to enter the scope of the Unit actor (I think a UnitBirth event with no unit specified should work globally...)
Hi, I'm currently making a tower defense map and haven't ran into too many issues. I did find two somewhat annoying ones however.
The first: I made a few towers with the High Templar, Observer, and a few others. However, all of these units have darker than usual colors. Almost like it's a shadow version of the unit. I really don't want those colors and I have no clue how to change them. I should mention that I also tried using the Events+ field to do the change. It proved to do nothing and the color remained the darkened tint it was before.
Second: All towers I make are copies of a photon cannons, just modified. However, when I build them in game, it shows a shadow of the base of the photon cannon beneath each tower. I assume it would be an easy fix, but I don't know the field I'd have to change.
Third: I have an anti-block trigger working on this map. It works fine with some towers. However, there are a few, namely the ones listed in the first issue, don't activate the trigger and it effectively blocks the attacking units. About half of the towers activate the trigger properly and refunds the price. But there are a few that will just block the creeps out right.
Any and all help would be very much appreciative. This is my first map I've ever made in the editor and these are the major things I can't figure out.
1) Are they just tinted dark or are they using the "Dark Protoss" campaign skins? Easiest way to check: the Dark Protoss have green glows instead of blue, make sure the team color is neither before testing. Other culprits may be UnpoweredVisual or Event Macro and/or Simple actors, these must either be set on the Unit actor, created through its Events+ field, or create themselves in response to a specific effect. The latter you should know about, as you have to apply the effect to the unit yourself.
2) That's the Photon Cannon's Splat actor. I assume it's created by the Unit actor through the Events+ field, in that case delete the event. Otherwise look at the Splat actor and figure out its creation trigger.
3) You might have to go to the Trigger forum, or at least post your trigger/the source thread (I assume you got it from a tutorial). In the meantime check the Footprints and various radii on the units in question. They should be equal if you always copied the Photon Cannon, but maybe you changed some to adjust the collision size. Set any questionable field to the value from a working tower and see if that fixes it.
@Photoloss: Go
Thanks so much! I fixed the third issue by randomly trying stuff. You were entirely correct with the Splat actor.
As for the units, they are just tinted dark. They have the characteristic blue glows of normal protoss units.
Exactly what did you use as the copy source? Do you have any (de)buffs in place which include tinting, including ones that shouldn't be on the units at that time?
Check all actors in the Event: Macros+ field, these directly add to the main Events+. Since you claim to have copied everything from the Photon Cannon this field would include ProtossBuildingPowerUp and UnpoweredAnim, both of which mess with tint color. These 2 actors handle Protoss Pylon power visuals and can be removed if your structures don't require power to function. (actually you can remove them even if the structures need power, this will only deprive the player of a visual indicator without affecting gameplay mechanics in any way, as with next to all other actors)
@Photoloss: Go
You just solved the issue actually. It all happened because of the ProtossBuildingPowerUP and UnpoweredAnim. I checked after I removed those and it looks normal again. Thanks a ton. Just one last question. In the Events+ tab, I try to use the set tint action to recolor some units. Do the units actually become the color that is set? They seem to stay the same no matter which color I choose. I also chose ActorCreation for the MSG Type so would that affect how the units would be recolored?
Again, thanks so much for the help!
Keep in mind they changed how the editor handles actor events, they apparently aren't run for the Terrain Module display (if there is an option to enable this again I haven't found it yet). Not that the editor ever could handle texture selects properly, but now you have to test all visual adjustments ingame through the Test Document option. Do the ingame test before messing with the actors, it can save you a lot of frustration.
The SetTintColor action does work, though there are many ways of interfering or disabling tinting. Almost all of these require deliberate user input or complex Host-Attachment relations, the only exception I currently remember is a global tint-erasing actor (usually of type Simple), which doesn't even show up in the data link navigator windows. Such an actor would have to be implemented by the mapmaker though, and it still needs a trigger to enter the scope of the Unit actor (I think a UnitBirth event with no unit specified should work globally...)
@Photoloss: Go
Thanks for all your help! The UnitBirth event works perfectly in changing the colors of the units. You've been a ton of help. Can't thank you enough!