Hi, I'd like to make Stukov's regeneration aura to work only for zergling and hydralisks.
I managed to make it work either for zerglings only or hydralisks only, but not for both. How can I do that ?
Now, I'd like to put some sort of circular glow under Stukov, so that we can see how far he can apply his behaviour.
I was thinking to put the pylons glow under him, but when he moves, it looks weird. What I'd like to have is only the circle of the pylons's glow. The "limit of the disc" if you prefer. And I'd like it to be red, instead of blue.
Is it even possible to do ? It doesn't HAVE to be this model, but I'd like something like that.
How can I do ?
PS: If it's not possible to do what I want, I'd like to make the pylon's "glow model" to not change direction. (If Stukov turns, I want the glow to follow him, but not turn).
I'd also like the glow to be activated only if the behaviour is applied to any zergling/hydra. Meaning that if Stukov isn't applying his behaviour at a moment, then the glow disappears. I also noticed that the pylon's glow appears only when you select the pylon. I want it to always be visible (I mean, if stukov applies his behaviour to at least one unit :) )
If I'm honest, I'm not and expert itself with data -.-, you could try attach a model to Origin point on Stukov so it moves with him. for the tint color just set onevents the Actor Creation event and Set Tint Color, with the HDR multiplier if you want it to be heavier or lighter and putting the color you want. I'd recommend you Red color with HDR of 1.5-2 more or less. EDIT: I can't find the power model for the pylon.
I changed my mind (sorry). But having the ful model is better.
See, it you take a regular pylon, or the unit "The Purifier", you can see the pylon doesn't ever move, and the Purifier doesn't have the "turnable" beacon activated.
So I'd like the model itself to not be turnable. So when Stukov turns, the model doesn't. Do you or anyone else know how to do ?
@samourai23: Go For that you need to change that actor, there's a list of inherited properties and I believe that by unchecking 'facing' or something like that it wont turn anymore.
First, I'd like the "pylon's glow" to appear only when Stukov actually applies his behavior to a zergling/hydralisk, which means whenever a zergling/hydralisk is less than 6 of range away from him. But I want it to slowly appear (and disappear), like go from opacity = 0 to opacity = 0.33 in like 1 second. (and vice versa)
Second, I made Stukov to be able to transform into a "monster" (the brutalisk), and also be able to return to normal (kind of the same way as the siege tank does). Stukov's glow will be red, and the brutalisk's one will be purple. In addition to the "First", I also want Stukov's glow to disappear (instantly this time) when I switch to the Brutalisk and vice versa. Is it possible to combine "First" and "Second" ?
I would do like the colossus tree killer and query a region for the first one. Use a rapid timer apply the region that uses a query that does the opacity change to the splat actor.
Second one just throw in a Set Tint Color event action/tint clear when you use the Morph type ability doing the transformation.
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Use a Region (Circle) type actor created when your behaviour is applied to stukov. It has a looping timer event and when the timer expires it uses the Query Region event action that targets itself.
The query region uses a Query Response type actor. Set the Event: Subject - Terms to Validate unit and throw in your validator there. Set the Event: On Response - Scope to query director. Get the Event: On Response - Send to use a Set Opacity event action to your splat via the Event: On Response - Target field.
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It is an independent actor that is linked to whatever is the source of the regen aura.
Most auras use a Buff behaviour that emits a rapid Search Area effect that applies a second buff.
The colossus tree killer is a similar system to what I described used by the protoss colossus weapon to send a signal to tree doodad actors to tell them to change models to dead trees. As it is an ingame example you could use it to learn the basics.
Hi, I'd like to make Stukov's regeneration aura to work only for zergling and hydralisks. I managed to make it work either for zerglings only or hydralisks only, but not for both. How can I do that ?
Thanks for helping me :)
If you are using validators you could make a Combine validator which stores the Zergling validator and the Hydralisk validator.
@TheSC2Maniac: Go
Thanks ! It worked ^^
Now, I'd like to put some sort of circular glow under Stukov, so that we can see how far he can apply his behaviour.
I was thinking to put the pylons glow under him, but when he moves, it looks weird. What I'd like to have is only the circle of the pylons's glow. The "limit of the disc" if you prefer. And I'd like it to be red, instead of blue.
Is it even possible to do ? It doesn't HAVE to be this model, but I'd like something like that.
How can I do ?
PS: If it's not possible to do what I want, I'd like to make the pylon's "glow model" to not change direction. (If Stukov turns, I want the glow to follow him, but not turn).
I'd also like the glow to be activated only if the behaviour is applied to any zergling/hydra. Meaning that if Stukov isn't applying his behaviour at a moment, then the glow disappears. I also noticed that the pylon's glow appears only when you select the pylon. I want it to always be visible (I mean, if stukov applies his behaviour to at least one unit :) )
If I'm honest, I'm not and expert itself with data -.-, you could try attach a model to Origin point on Stukov so it moves with him. for the tint color just set onevents the Actor Creation event and Set Tint Color, with the HDR multiplier if you want it to be heavier or lighter and putting the color you want. I'd recommend you Red color with HDR of 1.5-2 more or less.
EDIT: I can't find the power model for the pylon.
@TheSC2Maniac: Go
I changed my mind (sorry). But having the ful model is better.
See, it you take a regular pylon, or the unit "The Purifier", you can see the pylon doesn't ever move, and the Purifier doesn't have the "turnable" beacon activated.
So I'd like the model itself to not be turnable. So when Stukov turns, the model doesn't. Do you or anyone else know how to do ?
Thanks for the help ! :)
@samourai23: Go For that you need to change that actor, there's a list of inherited properties and I believe that by unchecking 'facing' or something like that it wont turn anymore.
@SoulFilcher: Go
Yeah but what actor exactly ? I tried to remove "Rotation" of "PowerVisual"; "PowerVisualLow"; "UnpoweredVisual"; "UnpoweredVisualLow"
And nothing worked, it still turns...
Use a Splat type actor and set the Hosting: Host Site Operations - Hold Rotation to enabled.
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
@DrSuperEvil: Go
Thanks ! It worked !
I only need two things left now :)
First, I'd like the "pylon's glow" to appear only when Stukov actually applies his behavior to a zergling/hydralisk, which means whenever a zergling/hydralisk is less than 6 of range away from him. But I want it to slowly appear (and disappear), like go from opacity = 0 to opacity = 0.33 in like 1 second. (and vice versa)
Second, I made Stukov to be able to transform into a "monster" (the brutalisk), and also be able to return to normal (kind of the same way as the siege tank does). Stukov's glow will be red, and the brutalisk's one will be purple. In addition to the "First", I also want Stukov's glow to disappear (instantly this time) when I switch to the Brutalisk and vice versa. Is it possible to combine "First" and "Second" ?
Thanks a lot for the help ! :)
I would do like the colossus tree killer and query a region for the first one. Use a rapid timer apply the region that uses a query that does the opacity change to the splat actor.
Second one just throw in a Set Tint Color event action/tint clear when you use the Morph type ability doing the transformation.
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
@DrSuperEvil: Go
I didn't understand the first one :s
What do you mean "do like the colossus tree killer" ? And how can I do what you say ?
Thanks a lot for helping me, again. ^^
Use a Region (Circle) type actor created when your behaviour is applied to stukov. It has a looping timer event and when the timer expires it uses the Query Region event action that targets itself.
The query region uses a Query Response type actor. Set the Event: Subject - Terms to Validate unit and throw in your validator there. Set the Event: On Response - Scope to query director. Get the Event: On Response - Send to use a Set Opacity event action to your splat via the Event: On Response - Target field.
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
Erm wait, it's Stukov who applies a behaviour to other units. I'm sorry, I'm french, but it looks really complicated to me O_O
Where do I have to create the "Region (Circle)" type actor ? In the "Pylon's glow effect" ? Or in Stukov's actor ?
It is an independent actor that is linked to whatever is the source of the regen aura.
Most auras use a Buff behaviour that emits a rapid Search Area effect that applies a second buff.
The colossus tree killer is a similar system to what I described used by the protoss colossus weapon to send a signal to tree doodad actors to tell them to change models to dead trees. As it is an ingame example you could use it to learn the basics.
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