1. How do you make an ability not stop a unit in place and interrupt a current Move or Attack command?
2. How do you make an model addition show up for a specified player? I've tried to filter actors with use model attachments based on Behavior.On, but the filters only seem to base it on the owner of the unit rather than the owner of a behavior. How do you make a model addition actor reference the player source of a behavior? I know revealing a model attachment for specific players is possible because it's done in the Starcraft Universe game.
Uh... the boxes are like the green ones in the Shadow of the Xel'Naga demo video on top of the SC2Mapster front page. I've been trying to figure out how to make those. I think you can make them show up for only individual players.
This is its youtube video:
Uh, yeah figured out what the boxes are, now just need to figure out how to show them for only one player. The game Starcraft Universe does it somehow...
Check out "filter". In that option you can disable for whom that model is shown. So leave only "self" unchecked and model will only show for owner player. (PS, there is usually analog in SC for most things you want to do. Analog for this thing would be "ghosts nukes splat actor" ;P)
Actually I'm talking about the model Briefing Unit Select persistentspellFX. There are a variety of them: red, green, protoss, etc. Actually, no they are not actors, they're models. I haven't found an actor for them. It seems the way they are typically created is through the trigger function Attach Model to Unit. In the WoL campaign they're used to point out units of interest, like on the first mission when you're ordered to destroy Mengsk's statues.
I'm trying to figure out how I can create the model on a unit, but only have it visible for a specific player. I suspect this can be done my making a unit with the persistent FX model that I need, and cloaking it or something while I attach it to the unit I want it to show up on, but I don't know how to attach units to each other with either triggers or data.
I made an actor for the model but the filter isn't quite working... probably because I'm applying the actor through triggers. The filter is hiding the actor based on unit ownership. Will it change if I did something like make it a model addition from a behavior based on the behavior's source?
What if you create the actors by catching an actor event Behavior.FooBar.on You can then apply the behavior by triggers and choose which player is the behavior's owner. From that, the actor filters should work.
I haven't been able to work on it for a day, but that's exactly what I thought before. I tried it, but the filters don't seem to work like that. They won't go by who owns the behavior, but rather who owns the unit. Unless there's something I'm doing wrong.
How would you set the filter reference to the source of the behavior?
If you meant UnitBehaviorRemovePlayer(), it doesn't pick one behavior from the stack that is owned by the specified player, I don't think you can directly remove a behavior owned by a specific player (dirty work-arounds might be possible with remove validators using the behavior's caster).
In all programming languages, Switch() is normally translated to an indexed jump tables. In Galaxy, it's translated just as a long list of if/else if/else if/else... so it's not really any more efficient.
Well assuming I have the workaround to add and remove behaviors from specific players, how do I make the actor's filter reference the owner of the behavior when determining visibility rather than the owner of the unit the behavior is on?
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Two Questions:
1. How do you make an ability not stop a unit in place and interrupt a current Move or Attack command?
2. How do you make an model addition show up for a specified player? I've tried to filter actors with use model attachments based on Behavior.On, but the filters only seem to base it on the owner of the unit rather than the owner of a behavior. How do you make a model addition actor reference the player source of a behavior? I know revealing a model attachment for specific players is possible because it's done in the Starcraft Universe game.
1. The Transient flag
2. A pic of what you are refering to please?
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
Uh... the boxes are like the green ones in the Shadow of the Xel'Naga demo video on top of the SC2Mapster front page. I've been trying to figure out how to make those. I think you can make them show up for only individual players.
This is its youtube video:
Uh, yeah figured out what the boxes are, now just need to figure out how to show them for only one player. The game Starcraft Universe does it somehow...
Are they actors?
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
They're models, Briefing Unit Select, persistentspellFX.
Boxes actor type is model, right?
Check out "filter". In that option you can disable for whom that model is shown. So leave only "self" unchecked and model will only show for owner player.
(PS, there is usually analog in SC for most things you want to do. Analog for this thing would be "ghosts nukes splat actor" ;P)
@DuckyTheDuck: Go
Actually I'm talking about the model Briefing Unit Select persistentspellFX. There are a variety of them: red, green, protoss, etc. Actually, no they are not actors, they're models. I haven't found an actor for them. It seems the way they are typically created is through the trigger function Attach Model to Unit. In the WoL campaign they're used to point out units of interest, like on the first mission when you're ordered to destroy Mengsk's statues.
I'm trying to figure out how I can create the model on a unit, but only have it visible for a specific player. I suspect this can be done my making a unit with the persistent FX model that I need, and cloaking it or something while I attach it to the unit I want it to show up on, but I don't know how to attach units to each other with either triggers or data.
I made an actor for the model but the filter isn't quite working... probably because I'm applying the actor through triggers. The filter is hiding the actor based on unit ownership. Will it change if I did something like make it a model addition from a behavior based on the behavior's source?
What if you create the actors by catching an actor event Behavior.FooBar.on You can then apply the behavior by triggers and choose which player is the behavior's owner. From that, the actor filters should work.
@StragusMapster: Go
I haven't been able to work on it for a day, but that's exactly what I thought before. I tried it, but the filters don't seem to work like that. They won't go by who owns the behavior, but rather who owns the unit. Unless there's something I'm doing wrong.
How would you set the filter reference to the source of the behavior?
If you meant UnitBehaviorRemovePlayer(), it doesn't pick one behavior from the stack that is owned by the specified player, I don't think you can directly remove a behavior owned by a specific player (dirty work-arounds might be possible with remove validators using the behavior's caster).
In all programming languages, Switch() is normally translated to an indexed jump tables. In Galaxy, it's translated just as a long list of if/else if/else if/else... so it's not really any more efficient.
@StragusMapster: Go
Well assuming I have the workaround to add and remove behaviors from specific players, how do I make the actor's filter reference the owner of the behavior when determining visibility rather than the owner of the unit the behavior is on?