Honestly I have no idea what this is called. I have spent countless hours trying to find a way to articulate this query to figure out how to achieve this on the website and have not found anything useful.
In both campaign missions they have a "targeting halo" around a unit or objective note:
I have followed both the WoL and HoTS to see how they do this and in both cases they use a completely custom function that only the campaign seems to have access:
I'm not sure exactly what it's called, but you can send an actor message to a highlighted unit that activates the "halo" effect. I think it might actually be called "Halo Start." Step 1 would be to allow highlighting on the target unit (done via the data editor, Unit Flags > Uncheck "Cannot Be Highlighted.") Then use the Unit Is Highlighted event in your trigger. In actions, Send Actor Message to Unit (triggering unit) using the Halo Start message.
Note that this will permanently activate the halo effect on the target unit. To remove the effect, duplicate the halo effect trigger and change the event to Unit Is Unhighlighted, then change the actor message to "Halo Stop."
EDIT: Derp, just saw the picture. This is something completely different :P
Is this the right way to go about just adding this single feature to my map? Are there better ways to achieve this? Is it possible to export whatever I need out of that module and bring it into my game?
Use a variable to identify it (should you wish to remove it later). Note that you can choose several different models based on your preferences (you can choose race, size and even color).
Thanks! This is exactly what I was looking for. If only I knew the terminology for these models and animatinos it might have been easier to explain and search the archive for previous solutions :)
BTW when you add an external dependency you can see how custom campaign triggers are done in the library section (in the triggers editor).
You could have just duplicated it ;)
Sorry for bumping old post, but this is the only post I could find related to what I need...
I got the create actor model briefing unit select, but how do I remove it with triggers?
I see there's create model at point or attach to units, but for removal, there's only "Kill Models", and the kill model offer via reference name or actor to unit, but no "points".
How do I remove the briefing unit select (the square box) using a event trigger?
thanks, but I tried that & it complete destroy/remove that unit entirely... I was refering to Model "Briefing Unit Select" (the halo square thingy), once I attach that to a unit, it works & show, but I want to remove it once the unit ownership changes... so if I use "Send actor message" & use "Destroy" it completely remove the unit, but still leave the square thingy on screen...
The action I used were:
to point:
Actor - Create actor model Briefing Unit Select (Terran, Medium) at point (XYZ)
attach to unit:
Actor - Attach Briefing Unit Select (Terran, Large) to (Center) on Unit (ABC)
Honestly I have no idea what this is called. I have spent countless hours trying to find a way to articulate this query to figure out how to achieve this on the website and have not found anything useful.
In both campaign missions they have a "targeting halo" around a unit or objective note:
I have followed both the WoL and HoTS to see how they do this and in both cases they use a completely custom function that only the campaign seems to have access:
Does anyone know how to do this?
I'm not sure exactly what it's called, but you can send an actor message to a highlighted unit that activates the "halo" effect. I think it might actually be called "Halo Start." Step 1 would be to allow highlighting on the target unit (done via the data editor, Unit Flags > Uncheck "Cannot Be Highlighted.") Then use the Unit Is Highlighted event in your trigger. In actions, Send Actor Message to Unit (triggering unit) using the Halo Start message.
Note that this will permanently activate the halo effect on the target unit. To remove the effect, duplicate the halo effect trigger and change the event to Unit Is Unhighlighted, then change the actor message to "Halo Stop."
EDIT: Derp, just saw the picture. This is something completely different :P
did you include the hots campaign dependencies to see the custom functions?
@Bibendus: Go
I did not add the campaign dependencies (up until now I did not know how to). However, in my investigation to see if this is the right thing to do I came across this post about additional loading time for adding in campaign dependencies: http:www.sc2mapster.com/forums/general/general-chat/46663-adding-more-dependencies-cause-longer-loading-times/.
Is this the right way to go about just adding this single feature to my map? Are there better ways to achieve this? Is it possible to export whatever I need out of that module and bring it into my game?
This is very easy to do:
Use a variable to identify it (should you wish to remove it later). Note that you can choose several different models based on your preferences (you can choose race, size and even color).
This is how you attach it to a unit:
This is possible, but would violate the ToS. Do as EivindL suggested and you should be fine!
Thanks! This is exactly what I was looking for. If only I knew the terminology for these models and animatinos it might have been easier to explain and search the archive for previous solutions :)
BTW when you add an external dependency you can see how custom campaign triggers are done in the library section (in the triggers editor).
You could have just duplicated it ;)
@EivindL: Go
Sorry for bumping old post, but this is the only post I could find related to what I need...
I got the create actor model briefing unit select, but how do I remove it with triggers?
I see there's create model at point or attach to units, but for removal, there's only "Kill Models", and the kill model offer via reference name or actor to unit, but no "points".
How do I remove the briefing unit select (the square box) using a event trigger?
@Johnsoolong: Go
You have to use the "send actor message" action. As message, you select "destroy", and as actor you select the one you want to remove.
thanks, but I tried that & it complete destroy/remove that unit entirely... I was refering to Model "Briefing Unit Select" (the halo square thingy), once I attach that to a unit, it works & show, but I want to remove it once the unit ownership changes... so if I use "Send actor message" & use "Destroy" it completely remove the unit, but still leave the square thingy on screen...
The action I used were:
to point: Actor - Create actor model Briefing Unit Select (Terran, Medium) at point (XYZ)
attach to unit: Actor - Attach Briefing Unit Select (Terran, Large) to (Center) on Unit (ABC)
Add an actor variable to your map, then use Set Variable: Actor Variable to Last Created Actor, then Send Actor Message Destroy to Actor Variable.
Thx got it