Putting in any value in the x y z of Selection offset doesn't change anything to the green selection circle. The selection radius does work so its the right model etc.
The reason why I move the model (in 3ds max) away from the center point is so the units spawn from that point. So I have to move the selection circle to compensate the change. Which I'm confused about why the offset doesn't do anything.
I'm guessing its a bug in the editor... I opened a new map tried to move the selection offset in there and it doesn't move at all. Any creative ideas make a dummy object or so and use that to show the selection decal. How would I do that? Or perhaps make my own selection circle?
This under the Models data type? How big a value did you put in because if I recall the offset is in pixels.
There is also the Unit Ring actor type that should allow you to create your own selection circle while the (None): Ring Radius field of your Unit actor should allow you to hide the default one.
I tried 5, 50 and even 50 000 and it doesn't move at all. I've also tried to hide the unit ring. (None): Ring Radius is by default 0.0 . And changing it to a higher number seems to add a glow but nothing related to a selection circle. I tested this on the Terran command center.
I assume I have to put selection radius on 0 . Then make an event to spawn the selection actor. But then how does that stay on the model? I guess I'm looking in the wrong direction..
Make a Selection type actor. Use Selection Update (Local) events on Start/Stop to Create/Destroy the actor. Set the Art: Model to the Selection Local model. The Art: Inner Width is the diameter of the selection circle and the Art: Inner Width is the thickness of the rim. The Art: inner Offset Ratio is the size of the fall off region and the Art: Inner Boundary Ratio is the size of the inner clear area. The sum of the previous two fields must be 1. The Art: Inner Boundary Fall off Ratio determines how fast the colour falls off.
Attach it using a SOpAttachOrigin SOp and then a SOp (Local Offset) SOp. Also host it on your Unit actor.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Ok apparently I just had to add a Ref_Origin (in 3ds max) to its new center. Then the standard selection circle uses the origin point to base the selection circle around. In hindsight how could I miss that...
Putting in any value in the x y z of Selection offset doesn't change anything to the green selection circle. The selection radius does work so its the right model etc.
The reason why I move the model (in 3ds max) away from the center point is so the units spawn from that point. So I have to move the selection circle to compensate the change. Which I'm confused about why the offset doesn't do anything.
I'm guessing its a bug in the editor... I opened a new map tried to move the selection offset in there and it doesn't move at all. Any creative ideas make a dummy object or so and use that to show the selection decal. How would I do that? Or perhaps make my own selection circle?
This under the Models data type? How big a value did you put in because if I recall the offset is in pixels.
There is also the Unit Ring actor type that should allow you to create your own selection circle while the (None): Ring Radius field of your Unit actor should allow you to hide the default one.
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 tried 5, 50 and even 50 000 and it doesn't move at all. I've also tried to hide the unit ring. (None): Ring Radius is by default 0.0 . And changing it to a higher number seems to add a glow but nothing related to a selection circle. I tested this on the Terran command center.
Just tested it and seems a Selection actor is what you need. My bad.
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 assume I have to put selection radius on 0 . Then make an event to spawn the selection actor. But then how does that stay on the model? I guess I'm looking in the wrong direction..
Make a Selection type actor. Use Selection Update (Local) events on Start/Stop to Create/Destroy the actor. Set the Art: Model to the Selection Local model. The Art: Inner Width is the diameter of the selection circle and the Art: Inner Width is the thickness of the rim. The Art: inner Offset Ratio is the size of the fall off region and the Art: Inner Boundary Ratio is the size of the inner clear area. The sum of the previous two fields must be 1. The Art: Inner Boundary Fall off Ratio determines how fast the colour falls off.
Attach it using a SOpAttachOrigin SOp and then a SOp (Local Offset) SOp. Also host it on your Unit actor.
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
Ok apparently I just had to add a Ref_Origin (in 3ds max) to its new center. Then the standard selection circle uses the origin point to base the selection circle around. In hindsight how could I miss that...
Thanks for putting me in the right direction !