I have made a unit in my map that uses the colonist model (ColonistMale.m3) from the campaign with its variations.
Now what I want to do is use only 4 of them, lets say the yellow clothed ones, and not the orange or the gray ones.
From what I can figure out, all the civilians and the colonists use the same model and different textures.
But when I place them down in the editor there seems to be 3 different variants of the model getting placed out, one that has 9 textures additional to the default one, one with 6 additional and one with 3 additional.
A few of them are the same but some only appear in the one with 3 variations, Anyhow I can get 12 different textures.
Now to my question.
Is there a way to make the model use variation but only use textures specified by me, and if so how to do so?
Not sure if this will work, but I think that you could run a trigger to catch this. If you don't create any additional units, just use the Map Initialization event, otherwise you can call it on the Unit Created event.
Anyways, without having the editor in front of me, I seem to remember that you can alter the models for the actors with triggers (?). I know you can change them for doodads, and I think you can for units too. Run an event that picks all the units in the entire map, with a condition of the models you don't like. Then have the action be to change the model to a RandInt() of the types you do like.
Not sure if you can do this, but I hope this helps.
When the unit is created you can send the unit's actor a message to use a specific model variation.
Or in the data editor I believe you can set which variations of the model the actor can use. And whether or not use random the variation used.
Event: Unit Birth
Action: Model Swap:
- model: which model you want
- variation: which variation you want
(it might look bit buggy during changing it - it keeps roatign variations of my building whenever i change anything, but at the end, when you build it, it will have the specific variation you want)
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Hi!
I have made a unit in my map that uses the colonist model (ColonistMale.m3) from the campaign with its variations. Now what I want to do is use only 4 of them, lets say the yellow clothed ones, and not the orange or the gray ones.
From what I can figure out, all the civilians and the colonists use the same model and different textures. But when I place them down in the editor there seems to be 3 different variants of the model getting placed out, one that has 9 textures additional to the default one, one with 6 additional and one with 3 additional. A few of them are the same but some only appear in the one with 3 variations, Anyhow I can get 12 different textures.
Now to my question.
Is there a way to make the model use variation but only use textures specified by me, and if so how to do so?
I figured out a workaround, but I would still like to know if there is a answer to the above question.
@MeheliuM: Go
Not sure if this will work, but I think that you could run a trigger to catch this. If you don't create any additional units, just use the Map Initialization event, otherwise you can call it on the Unit Created event. Anyways, without having the editor in front of me, I seem to remember that you can alter the models for the actors with triggers (?). I know you can change them for doodads, and I think you can for units too. Run an event that picks all the units in the entire map, with a condition of the models you don't like. Then have the action be to change the model to a RandInt() of the types you do like.
Not sure if you can do this, but I hope this helps.
@MeheliuM: Go
I actually use this In my td
When the unit is created you can send the unit's actor a message to use a specific model variation.
Or in the data editor I believe you can set which variations of the model the actor can use. And whether or not use random the variation used.
@SouLCarveRR: Go
Yes, you can do that in data editor.
Create new event:
Event: Unit Birth
Action: Model Swap:
- model: which model you want
- variation: which variation you want
(it might look bit buggy during changing it - it keeps roatign variations of my building whenever i change anything, but at the end, when you build it, it will have the specific variation you want)