I need to attach a marine helm/head or anything closest possible model to the heads of civilian/colonists because it is a braxis alpha terrain and it doesnt suit them to be without it in space (let's say the suit is enough but without a helmet not). I figured out I will attach model via triggers, easy as that. ' Actor - Attach ShapeSphere (Unnamed) to Head on (Picked unit)' - this is why I created the thread here thinking I have to see how to attach. thats how no need datas editor just trigger and correct model.
Okay i changed size of the Sphere model, using a trigger attached it to their heads so the size and placement is good. But I need transparency of the sphere and maybe a 'glassy' texture could be one color blue texture that can be transaprent to look like glass. Where can I change transaprency and texture, as the sphere is a black-white squares texture?
You do not need triggers. You can attach the helmet using the Hosting - Host - Subject field of the helmet actor and adjust the position using the Hosting - Site Operations - Operations field. Use an Actor Creation>Set Opacity event to change the transparency as for changing the model texture just look at my signature that leads to a tutorial on it
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@DrSuperEvil, I didnt know how to do things with Data editor, triggers are easier and for the case better because sometimes I may need to have the Civilians without attachments i.e normal which is removed better and added via triggers. But thanks I will have that in mind if I permanently want it for smth else.
@Kueken 531, thx for the tips I will try it if it is shiny may be better than the sphere but what is the exact name? I cant find any orb among the models..
Eimtr, what I suggest is just duplicating the model. One model with the attachments via the data editor, and one with any other variations you might see fit. You can in turn, changer the model of a specific unit with triggers.
If it is terrain sets that you want the civs without attachments you could just add a validator. but if you want them taking the helmets on and off in the same map then triggers might be better though you could just have a behaviour associated with the model helmet on.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
@Kueken 531, thx for the tips I will try it if it is shiny may be better than the sphere but what is the exact name? I cant find any orb among the models..
iirc the model was located in Doodads/Shapes or something. You might need campaign dependencies.
Thanks for the suggestions about attaching through data but like I said Im fine using a simple Action trigger for Attaching, for future I will have these suggestions im mind. My question isnt 'how to attach' anymore.
@Kueken: I cant find any name 'Orb' and i use campaign dependency , do u mean ShapeSphere(Unnamed) ? That one looks like an orb and was glowing pink when on red team color unit and the problem with it is it is glowy and doesnt cover the whole head like Sphere just the upper half of their heads so it didnt fit well. Anyway I will just use 'Sphere' fits better just need to solve issues with it.
@DrSuperEvil, do I need to create a new Event and pick 'Set Opacity' or do I need to change the 'ActorCreation' to 'SetOpacity' of already existing one and if yes or new event, where do I set level of opacity. What other do I do other than changing/making a new event Set Opacity as it didnt have effect when i tested ingame. Well I need to see the texture change first let me see if I can find how to do it and the link to your tutorial about it
Importing my own semi-transparent texture to replace the sphere.dds with its correct path Assets\Textures, the Map doesnt want to load if I do that - it just freezes the loading bar,. it loads if I dont use the texture.
Changing the texture it uses by modifying in notepad the Texture name in sphere.M3 and the new name still uses the same number of letters i.e fr, sphere.dds to helmet.dds and save in notepad like that. Then I change the model it uses in the Model where you see 'View In Previewer' and the model doesnt load at all. I tried it both when it is TGA and DDS textures.
I created new event 'ActorCreation' the action being Set Opacity - i set opacity to 0.1 and it is not transparent. So i neither found the way to successfully change the sphere's texture, nor made it transparent.
So anyone can show me how do you change sphere.m3's texture and make it transparent?
Not sure, what problems you encountered. I took the sphere model, attached it to a marine, changed its size, tint color, opacity, texture... everything works just fine.
Ok you did it thanks. In order for me to learn it, I would like to make it myself. So sorry but I will ask: I create some actor actually even pasted yours. Out of the many effects, that you added to it I need only to change texture, transparency and tint to 1 color, not change it many colors, bot attach it to unit, as I do this via trigger but I will have yours in mind if I do through data, not resize because it is already resized permanently as I want it from the model values Scale X y z. So I looked into your actor to see which things to keep and it was heck of confusing to see from the many TimerExpiret/Set/ and other events which is which and which I can omit just for what I need...
Man is there a tutorial explaining all these events and actions within the actors...
I need only to change texture, transparency and tint to 1 color
For transparency, just use Set Opacity; for tint, use Set Tint Color and for texture, use TextureSelectById (needs some additional configuration); all of this on Actor Creation.
Sorry for the bunch of timers (just wanted to try if changing all the stuff dynamically works as well), you can just remove all the timer sets and replace the timer expireds by Actor Creation or something
Something is still wrong. Here's what I did: I pasted your Texture because I will use the same white.dds and like you did it, so all is ready on it (main.diffuse) slot, file set to white.dds etc. AND your Actor, then modified it: removed the unit event since I will attach the model through trigger, removed all your Timers until the only thing left in your Actor was the grey events that cant be removed. So it uses the 2 default actors and this:
Then proceeded to the settins - see how I made the events and settings everywhere. And when I test the thing - texture still remains Sphere.dds, no transparency, no tint.. (I modified the Declaration values like you did) (IN ATTACHMENT)
Whats those GenericUnitFallback and ModelPlaceholder stuff and what do you need them for? o_0 And since when can grey events not be removed?
I sort of have the feeling, you do something very strange. You only want to have an attachment for a unit, right?
Just create 1 new actor, type model, based on Model Animation Style Continuous (select the first of the 2; there are 2 which have the same name), select your desired model, add an event to create the actor at birth of your desired unit, make sure the host is _Selectable and use the site operations to attach to your desired attachment point. No duplicate, no Generic Unit Fallback or Placeholder model actors.
No, I want to add the Sphere model through trigger to all civilians on the map: Actor - Attach Space Helmet to Head on (Picked unit) (model) - this shouldnt be discussed, I already attach where I want, prob is doing the rest:
Im doing the rest in the Data - change texture to say white.dds, semi-transparent, tint some color e.g 127,127,127 RGB and that's it. For the purpose I pasted your Texture containing the white.dds texture from your map above. You are right the other Actors are not needed. I just deleted all other Actors and now I have this *in the above pic u can see how i set in Declarations, they are ok?*
So now I have only 1 actor after deleting the rest u said i dont need. this:
Space Helmet (Model)
Actors
Space Helmet (this is the only actor now I deleted others) > In the art tab: model selected is ofc the model Space Helmet, Actor events have:
>ActorCreation
TextureSelectbyIdSpaceHelmet Target: ... blank ; Texture Catalog Id entry: Space Helmet (this is the name of the texture I pasted from your map)
>ActorCreation
Set Opacity 0.50000 (i dont know if it should be closer to 1 or closer to 0 to be more transparent)
> ActorCreation
SetTintColor 127,127,127
This is correct?
Also Texture i left it untouched frm your map just renamed to Space Helmet, in Model fields in the above screenshots thats what it happens, like I said if you Texture - Adap[taions - Declarations Trigger On Substring - if I type the name of the model Space Helmet well they all use that name.. nothing Happens, the Sphere model with the normal texture appears as if i didnt set anything, if I leave that Declarations field blank there, the texture changes to some other texture, but not transparent and i think not white.dds/
Im sorry if this is annoying you, can u pls make Sphere with name Space Helmet, texture using white.dds as u did in your map and only do events for texture, opacity (half transparent) and tint 127 RGB colors - because u see I did this above and still nothing - then i could paste all stuff u did but thats ALL i need for the model, no event for specific unit attachment as i do this thru triggerU can also make Map Init trigger event action trigger like above to attacj tru trigger
All the trouble was because I used the trigger 'Attach Space Helmet to the Head of (Picked Unit)' which kind of fired the actual model file which is set to be the default sphere, that is why it still showed the normal sphere model with its chess-like texture even after pasting your model, actor and texture, only cause of the wrong trigger. Now when I use the trigger
Actor - Send actor message "Create SpaceHelmet" to main actor of unit (Picked unit)
it does show the model with the white.dds with transparency. I only wonder what attaches it to the heads of the units since I replaced the trigger that attaches to their heads. Anyway it is fixed now thanks for the continuous help! SOLVED
I need to attach a marine helm/head or anything closest possible model to the heads of civilian/colonists because it is a braxis alpha terrain and it doesnt suit them to be without it in space (let's say the suit is enough but without a helmet not). I figured out I will attach model via triggers, easy as that. ' Actor - Attach ShapeSphere (Unnamed) to Head on (Picked unit)' - this is why I created the thread here thinking I have to see how to attach. thats how no need datas editor just trigger and correct model.
I tried sphere but well it is not the thing.
So you tried stting the opacity of the sphere? and lowering the HDR?
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
Okay i changed size of the Sphere model, using a trigger attached it to their heads so the size and placement is good. But I need transparency of the sphere and maybe a 'glassy' texture could be one color blue texture that can be transaprent to look like glass. Where can I change transaprency and texture, as the sphere is a black-white squares texture?
You can set transparency via actor events (set opacity).
Try to use Orb instead of Sphere, it has a "metallic" texture and glows in team color (you can change the team color with actor events as well)
You do not need triggers. You can attach the helmet using the Hosting - Host - Subject field of the helmet actor and adjust the position using the Hosting - Site Operations - Operations field. Use an Actor Creation>Set Opacity event to change the transparency as for changing the model texture just look at my signature that leads to a tutorial on it
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, I didnt know how to do things with Data editor, triggers are easier and for the case better because sometimes I may need to have the Civilians without attachments i.e normal which is removed better and added via triggers. But thanks I will have that in mind if I permanently want it for smth else.
@Kueken 531, thx for the tips I will try it if it is shiny may be better than the sphere but what is the exact name? I cant find any orb among the models..
@Eimtr: Go
Eimtr, what I suggest is just duplicating the model. One model with the attachments via the data editor, and one with any other variations you might see fit. You can in turn, changer the model of a specific unit with triggers.
If it is terrain sets that you want the civs without attachments you could just add a validator. but if you want them taking the helmets on and off in the same map then triggers might be better though you could just have a behaviour associated with the model helmet on.
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
iirc the model was located in Doodads/Shapes or something. You might need campaign dependencies.
Thanks for the suggestions about attaching through data but like I said Im fine using a simple Action trigger for Attaching, for future I will have these suggestions im mind. My question isnt 'how to attach' anymore.
@Kueken: I cant find any name 'Orb' and i use campaign dependency , do u mean ShapeSphere(Unnamed) ? That one looks like an orb and was glowing pink when on red team color unit and the problem with it is it is glowy and doesnt cover the whole head like Sphere just the upper half of their heads so it didnt fit well. Anyway I will just use 'Sphere' fits better just need to solve issues with it.
@DrSuperEvil, do I need to create a new Event and pick 'Set Opacity' or do I need to change the 'ActorCreation' to 'SetOpacity' of already existing one and if yes or new event, where do I set level of opacity. What other do I do other than changing/making a new event Set Opacity as it didnt have effect when i tested ingame. Well I need to see the texture change first let me see if I can find how to do it and the link to your tutorial about it
I tried:
Importing my own semi-transparent texture to replace the sphere.dds with its correct path Assets\Textures, the Map doesnt want to load if I do that - it just freezes the loading bar,. it loads if I dont use the texture.
Changing the texture it uses by modifying in notepad the Texture name in sphere.M3 and the new name still uses the same number of letters i.e fr, sphere.dds to helmet.dds and save in notepad like that. Then I change the model it uses in the Model where you see 'View In Previewer' and the model doesnt load at all. I tried it both when it is TGA and DDS textures.
I created new event 'ActorCreation' the action being Set Opacity - i set opacity to 0.1 and it is not transparent. So i neither found the way to successfully change the sphere's texture, nor made it transparent.
So anyone can show me how do you change sphere.m3's texture and make it transparent?
Not sure, what problems you encountered. I took the sphere model, attached it to a marine, changed its size, tint color, opacity, texture... everything works just fine.
@Kueken531: Go
Ok you did it thanks. In order for me to learn it, I would like to make it myself. So sorry but I will ask: I create some actor actually even pasted yours. Out of the many effects, that you added to it I need only to change texture, transparency and tint to 1 color, not change it many colors, bot attach it to unit, as I do this via trigger but I will have yours in mind if I do through data, not resize because it is already resized permanently as I want it from the model values Scale X y z. So I looked into your actor to see which things to keep and it was heck of confusing to see from the many TimerExpiret/Set/ and other events which is which and which I can omit just for what I need...
Man is there a tutorial explaining all these events and actions within the actors...
For transparency, just use Set Opacity; for tint, use Set Tint Color and for texture, use TextureSelectById (needs some additional configuration); all of this on Actor Creation.
Sorry for the bunch of timers (just wanted to try if changing all the stuff dynamically works as well), you can just remove all the timer sets and replace the timer expireds by Actor Creation or something
Most of them are pretty self-explanatory.
Something is still wrong. Here's what I did: I pasted your Texture because I will use the same white.dds and like you did it, so all is ready on it (main.diffuse) slot, file set to white.dds etc. AND your Actor, then modified it: removed the unit event since I will attach the model through trigger, removed all your Timers until the only thing left in your Actor was the grey events that cant be removed. So it uses the 2 default actors and this:
Then proceeded to the settins - see how I made the events and settings everywhere. And when I test the thing - texture still remains Sphere.dds, no transparency, no tint.. (I modified the Declaration values like you did) (IN ATTACHMENT)
Whats those GenericUnitFallback and ModelPlaceholder stuff and what do you need them for? o_0 And since when can grey events not be removed?
I sort of have the feeling, you do something very strange. You only want to have an attachment for a unit, right?
Just create 1 new actor, type model, based on Model Animation Style Continuous (select the first of the 2; there are 2 which have the same name), select your desired model, add an event to create the actor at birth of your desired unit, make sure the host is _Selectable and use the site operations to attach to your desired attachment point. No duplicate, no Generic Unit Fallback or Placeholder model actors.
No, I want to add the Sphere model through trigger to all civilians on the map: Actor - Attach Space Helmet to Head on (Picked unit) (model) - this shouldnt be discussed, I already attach where I want, prob is doing the rest:
Im doing the rest in the Data - change texture to say white.dds, semi-transparent, tint some color e.g 127,127,127 RGB and that's it. For the purpose I pasted your Texture containing the white.dds texture from your map above. You are right the other Actors are not needed. I just deleted all other Actors and now I have this *in the above pic u can see how i set in Declarations, they are ok?*
So now I have only 1 actor after deleting the rest u said i dont need. this:
Space Helmet (Model)
Actors
Space Helmet (this is the only actor now I deleted others)
> In the art tab: model selected is ofc the model Space Helmet, Actor events have:TextureSelectbyIdSpaceHelmet Target: ... blank ; Texture Catalog Id entry: Space Helmet (this is the name of the texture I pasted from your map)
Set Opacity 0.50000 (i dont know if it should be closer to 1 or closer to 0 to be more transparent)
SetTintColor 127,127,127
This is correct?
Also Texture i left it untouched frm your map just renamed to Space Helmet, in Model fields in the above screenshots thats what it happens, like I said if you Texture - Adap[taions - Declarations Trigger On Substring - if I type the name of the model Space Helmet well they all use that name.. nothing Happens, the Sphere model with the normal texture appears as if i didnt set anything, if I leave that Declarations field blank there, the texture changes to some other texture, but not transparent and i think not white.dds/
Im sorry if this is annoying you, can u pls make Sphere with name Space Helmet, texture using white.dds as u did in your map and only do events for texture, opacity (half transparent) and tint 127 RGB colors - because u see I did this above and still nothing - then i could paste all stuff u did but thats ALL i need for the model, no event for specific unit attachment as i do this thru triggerU can also make Map Init trigger event action trigger like above to attacj tru trigger
Like this?
All the trouble was because I used the trigger 'Attach Space Helmet to the Head of (Picked Unit)' which kind of fired the actual model file which is set to be the default sphere, that is why it still showed the normal sphere model with its chess-like texture even after pasting your model, actor and texture, only cause of the wrong trigger. Now when I use the trigger
Actor - Send actor message "Create SpaceHelmet" to main actor of unit (Picked unit)
it does show the model with the white.dds with transparency. I only wonder what attaches it to the heads of the units since I replaced the trigger that attaches to their heads. Anyway it is fixed now thanks for the continuous help! SOLVED
This one uses an actor called "TriggerModel", which obvously does not have the Set Opacity or Set Tint Color events you added to your other actor.
This would be because of the Site Operation I used for the actor.