On my map Im having some behaviors added to enemies randomly and when a enemy gets one of the behaviors it gets a new tint color. So far I have with 2 behaviors solved it by adding to all enemy units main actors event+ "behavior - #Blue/#Red - On set tint color"
So when an enemy gets the #blue behavior a specific tint color is set and when #red is applied another tint color i set.
I discovered that if I want more than 2 bevaiors and having over 50 units to add each behavior line to the event+ is a long way. So I thought would it be possible to add an specific actor to each behavior that sets tint color so when I add a behavior to an unit it also gets a new actor that tells the unit to change tint color if the behavior is active.
Is this possible? My knowledge with actors is poor so I don't know.
Ive tried to make an new actor simple and in the event+ I added "Behavior - #Blue - ON" and SetTintColor "blue". And now the #Blue behavior has this actor added but ingame the unit that gets #Blue active on him dont change tint color. I think I have to somehow point the new created actor to get the source unit actor but I dont know how.
I would create a new Model actor per behavior, based on Model Animation Style Continuous (with spaces), set the Art: Model field to Invisible and add the following events:
Behavior.X.on
Create
Behavior.X.off
Destroy
ActorCreation
Set Tint Color
Actor Destruction
Clear Tint Color
Then you select your Tint Color messages and change the Target - field (the topmost field where you can enter a string, it is empty by default) and enter either ::Main or _Selectable. This way, the actor message will not be send to the actor itself, but to the main unit actor this actor is attached to.
Hello everyone!
I got a problem I haven't found a soultion to.
On my map Im having some behaviors added to enemies randomly and when a enemy gets one of the behaviors it gets a new tint color. So far I have with 2 behaviors solved it by adding to all enemy units main actors event+ "behavior - #Blue/#Red - On set tint color" So when an enemy gets the #blue behavior a specific tint color is set and when #red is applied another tint color i set.
I discovered that if I want more than 2 bevaiors and having over 50 units to add each behavior line to the event+ is a long way. So I thought would it be possible to add an specific actor to each behavior that sets tint color so when I add a behavior to an unit it also gets a new actor that tells the unit to change tint color if the behavior is active.
Is this possible? My knowledge with actors is poor so I don't know.
Ive tried to make an new actor simple and in the event+ I added "Behavior - #Blue - ON" and SetTintColor "blue". And now the #Blue behavior has this actor added but ingame the unit that gets #Blue active on him dont change tint color. I think I have to somehow point the new created actor to get the source unit actor but I dont know how.
Is there anyone who knows what I should do?
I would create a new Model actor per behavior, based on Model Animation Style Continuous (with spaces), set the Art: Model field to Invisible and add the following events:
Then you select your Tint Color messages and change the Target - field (the topmost field where you can enter a string, it is empty by default) and enter either ::Main or _Selectable. This way, the actor message will not be send to the actor itself, but to the main unit actor this actor is attached to.
@Kueken531: Go
Thank you alot Kueken531 !
This worked wonderful :)
Else use an Event Macro actor.
Also ::Host works as well if I am not mistaken
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
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