Hi guys. My hero, the Befouler, can neural parasite a unit. I want to set the neural parasited unit to a certain color when it gets the Neural Parasite behavior. Anybody know how to do that? I tried including the following in an actor's Event - Event + field, but it didn't work:
It didn't work. I tried also inputing the validator "At Target". It still didn't work. I also modified the effect trigger so that it ended with nothing, Create, and Player Change. Nothing happened. I appreciate the suggestion, though.
Firstly could the unit you tested it on be affected by the behavior?
Secondly have you checked that the buff is not supressing something it shouldnt (if you just duped the infestor skill it is not impossible)?
Set Tint Color should work for changing the overall units colour but the team colour has given other people issues since not all unit models have areas for showing team colours.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hi DrSuperEvil. Thanks for helping me out with my ability. Yes, I was able to neural parasite an enemy unit. It was affected by the behavior. I could control it.
I'm not sure what you meant about the buff not suppressing something it shouldn't. I duplicated the Neural Parasite ability, but I just modified the Neural Parasite behavior.
For some reason Set Tint Color didn't work. Also, I was testing the ability on a Drone, which has an area showing team colors.
I attached my map just in case someone wants to look at stuff. The ability's called Neural Parasite.
I just skimmed the thread, so I hope I haven't misunderstood what you're trying to achieve. Here's a map which changes the color of anyone neural parasited to pink.
Everything is in the actor NeuralParasiteChangeColor. It's a model addition which gets created when a unit gets affected by the behavior Neural Parasite. It must have the model invisible for team color changes to work. When the model addition is created it will tell it's host to change color to pink, and when it get's destroyed, it will tell it's host to revert to it's default color.
Thanks, Builder Bob. I'm gonna study your map right now. I'll post here after I understand how it works.
[Edit]
Hi Builder Bob. So I made your NeuralParasiteChangeColor actor in my map. It didn't work. The neural parasited team color remained the same. I triple checked, and my actor's the same as yours.
I test your map and the color changes, but the neural parasited unit can't be controlled. I'm attaching my map just in case you or anyone else wants to look at it. Thanks for the help you gave me!
I'm not sure exactly what you where casting it on, but I tested your map, casted the spell on a drone and the color changed to red, which is the default for player 1, from blue.
Thanks for testing my map, silvermage. Yes, that's what happens for me too. However, I want the neural parasited unit's team color to change to pink. My Befouler hero has a pink team color always (regardless of what the player's color is). I want the parasited unit to have the same color as the Befouler.
The neural parasited team color remained the same.
The reason for that is just because I set the zealot's move speed to 0 when testing to make sure he didn't kill me. When setting move speed to default, the zealot can be controlled by the infestor's owner.
The detail missing was that the events for changing the team color had to have Target set to ::Host. This will make the team color change affect the actor hosting the modelAddition instead of changing the color for the modelAddition actor itself. It can be set at the very top of the event.
Here's your map with the corrections to make the drone yellow.
Awesome, it works! Thank you very much Builder Bob, silvermage and Dr. SuperEvil! I was struggling with this problem for a long time. I'll make sure to credit you all.
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Hi guys. My hero, the Befouler, can neural parasite a unit. I want to set the neural parasited unit to a certain color when it gets the Neural Parasite behavior. Anybody know how to do that? I tried including the following in an actor's Event - Event + field, but it didn't work:
Behavior.NeuralParasite.On
Set Team Color
@Marec7: Go
Try color tint instead of team color. Although the effect trigger you have seems a bit strange.
@silvermage: Go
It didn't work. I tried also inputing the validator "At Target". It still didn't work. I also modified the effect trigger so that it ended with nothing, Create, and Player Change. Nothing happened. I appreciate the suggestion, though.
Firstly could the unit you tested it on be affected by the behavior?
Secondly have you checked that the buff is not supressing something it shouldnt (if you just duped the infestor skill it is not impossible)?
Set Tint Color should work for changing the overall units colour but the team colour has given other people issues since not all unit models have areas for showing team colours.
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
Hi DrSuperEvil. Thanks for helping me out with my ability. Yes, I was able to neural parasite an enemy unit. It was affected by the behavior. I could control it.
I'm not sure what you meant about the buff not suppressing something it shouldn't. I duplicated the Neural Parasite ability, but I just modified the Neural Parasite behavior.
For some reason Set Tint Color didn't work. Also, I was testing the ability on a Drone, which has an area showing team colors.
I attached my map just in case someone wants to look at stuff. The ability's called Neural Parasite.
I just skimmed the thread, so I hope I haven't misunderstood what you're trying to achieve. Here's a map which changes the color of anyone neural parasited to pink.
Everything is in the actor NeuralParasiteChangeColor. It's a model addition which gets created when a unit gets affected by the behavior Neural Parasite. It must have the model invisible for team color changes to work. When the model addition is created it will tell it's host to change color to pink, and when it get's destroyed, it will tell it's host to revert to it's default color.
I hope it's what you want.
Thanks, Builder Bob. I'm gonna study your map right now. I'll post here after I understand how it works.
[Edit]
Hi Builder Bob. So I made your NeuralParasiteChangeColor actor in my map. It didn't work. The neural parasited team color remained the same. I triple checked, and my actor's the same as yours.
I test your map and the color changes, but the neural parasited unit can't be controlled. I'm attaching my map just in case you or anyone else wants to look at it. Thanks for the help you gave me!
@Marec7: Go
I'm not sure exactly what you where casting it on, but I tested your map, casted the spell on a drone and the color changed to red, which is the default for player 1, from blue.
Am I missing something?
@silvermage: Go
Thanks for testing my map, silvermage. Yes, that's what happens for me too. However, I want the neural parasited unit's team color to change to pink. My Befouler hero has a pink team color always (regardless of what the player's color is). I want the parasited unit to have the same color as the Befouler.
@Marec7: Go
The reason for that is just because I set the zealot's move speed to 0 when testing to make sure he didn't kill me. When setting move speed to default, the zealot can be controlled by the infestor's owner.
The detail missing was that the events for changing the team color had to have Target set to ::Host. This will make the team color change affect the actor hosting the modelAddition instead of changing the color for the modelAddition actor itself. It can be set at the very top of the event.
Here's your map with the corrections to make the drone yellow.
@Builder_Bob: Go
Awesome, it works! Thank you very much Builder Bob, silvermage and Dr. SuperEvil! I was struggling with this problem for a long time. I'll make sure to credit you all.