I've started to experiment with a map that will change the apperence of the controlled unit depending on level and upgrades. But I'm having trubble with keeping the stats moving from the first model(unit) to the next.
to give a short example:
start as a marine, when killed enough enemies you level up and transform into a marauder.
you are supposed to have the same stats + the upgrade for a level up.
for this I've tried the "replace unit" function that change all stats to the marauders, I want to keep what I had.
I'm torn between having to redo all the models that I want to use and transfer stats using a bunch of triggers to the new unit, or just one simple command to convert the old model to a new. (keeping the unit same but with a new model)
You could send a ModelSwap actor message, either via trigger or in the actor events. However, this might screw up your animations, since the names of animations vary for different models.
using a "Set unit model" worked as an easy change in the visual, thanks.. now I just have to see what it screwes up in the longer run and see how to fix that.. :)
Edit:
yup, ofc the death animation is same as original.. so do I have to change that on death, or can I do that at the same time?
I've started to experiment with a map that will change the apperence of the controlled unit depending on level and upgrades. But I'm having trubble with keeping the stats moving from the first model(unit) to the next.
to give a short example: start as a marine, when killed enough enemies you level up and transform into a marauder. you are supposed to have the same stats + the upgrade for a level up.
for this I've tried the "replace unit" function that change all stats to the marauders, I want to keep what I had. I'm torn between having to redo all the models that I want to use and transfer stats using a bunch of triggers to the new unit, or just one simple command to convert the old model to a new. (keeping the unit same but with a new model)
any pointers of how to do this?
You could send a ModelSwap actor message, either via trigger or in the actor events. However, this might screw up your animations, since the names of animations vary for different models.
using a "Set unit model" worked as an easy change in the visual, thanks.. now I just have to see what it screwes up in the longer run and see how to fix that.. :)
Edit:
yup, ofc the death animation is same as original.. so do I have to change that on death, or can I do that at the same time?