It doesn't seem like SC2 has triggers to change the terrain texture. But I CAN make buildings that require "Blight" which is a 1x1 building, and the buildings that require Blight will just be placed on that building.
But this feels really hacky because it snaps the building and if I'm not careful on where I spawn these buildings it'll look like the building that requires it to be placed down will be hanging off the edge of the blight.
Is there no way to make a building require a certain texture to be placed? Is there also no way to change terrain textures via triggers?
no, you cannot do that. but you can use a decal to change textures dynamically and using the same mechanic as geysir and + extractor to simulate that. so basically have a unit with a decal model, replace the textures of the model and all buildings require this unit to be build on.
but jeah what's wrong with creep? you can also replace the creep texture.
Possible solution is decal with world space uv mapping (so multiple adjoined ones would create a steamless continuous cover) as the main model for your blight builing. Also, that building should apply a footprint that is required for your normal buildings.
I don't know if decals are a good option... Especially since wouldn't I have to make a custom decal that would appear on low settings? And making that look correct would be a pain. Also Blight can be dispelled but isn't removed when what produced it is destroyed. When it's dispelled, only the Blight being dispelled is removed, not the entire thing. So I'd have to make a lot of smaller models of Blight, special edge models, and all of this could really drag on the system performance...
@Templarfreak: Go
but jeah what's wrong with creep? you can also replace the creep texture.
I can't replace creep because I still need creep and creep also slowly recedes when the source is gone and I think this is hard-coded? I basically want to make a mod similar to this but in StarCraft II. Blight and corpses are the only things I could think of that would be the hardest to remake.
Yes, you would have to create a decal, that works on low settings. It's easy to do, so this request would be rapidly satisfied by any modeller.
Borders are not required, it's possible to create a decal, that would create continious cover with borders automatically.
And yes, spamming tons of units will affect performance.
And if you want to affect the state of the blight cover, you can use behaviors on units-tiles, and have any effect you can imagine, except dancing tits.
I had an idea for blizzard to give us multiple different creeps, maybe a creep per player. That could be used for multiple things, like zones, borders like in civilization, visually marked buff areas of complex shapes without spamming effects, dune2/c&c kind of resources, etc. But no one of blizz never answered anything to this ;/
I had an idea for blizzard to give us multiple different creeps, maybe a creep per player. That could be used for multiple things, like zones, borders like in civilization, visually marked buff areas of complex shapes without spamming effects, dune2/cc kind of resources, etc. But no one of blizz never answered anything to this ;/
we need one huge thread with all suggestions and the reason why it would be useful. i am sure they would have a look at it then as they did with my arcade wishlist. we just need to gather and have all at the same place.
I can't replace creep because I still need creep and creep also slowly recedes when the source is gone and I think this is hard-coded? I basically want to make a mod similar to this but in StarCraft II. Blight and corpses are the only things I could think of that would be the hardest to remake.
That doesn't necessarily mean you can't use creep. Just make it so the buildings themselves aren't the source. Use something like invisible "tumors"; that way you can also still affect the creep even after the main building is gone too.
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Is this possible?
It doesn't seem like SC2 has triggers to change the terrain texture. But I CAN make buildings that require "Blight" which is a 1x1 building, and the buildings that require Blight will just be placed on that building.
But this feels really hacky because it snaps the building and if I'm not careful on where I spawn these buildings it'll look like the building that requires it to be placed down will be hanging off the edge of the blight.
Is there no way to make a building require a certain texture to be placed? Is there also no way to change terrain textures via triggers?
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
Isn't blight basically the same mechanic as creep?
@Templarfreak: Go
no, you cannot do that. but you can use a decal to change textures dynamically and using the same mechanic as geysir and + extractor to simulate that. so basically have a unit with a decal model, replace the textures of the model and all buildings require this unit to be build on.
but jeah what's wrong with creep? you can also replace the creep texture.
nothing is possible on this matter
Possible solution is decal with world space uv mapping (so multiple adjoined ones would create a steamless continuous cover) as the main model for your blight builing. Also, that building should apply a footprint that is required for your normal buildings.
I don't know if decals are a good option... Especially since wouldn't I have to make a custom decal that would appear on low settings? And making that look correct would be a pain. Also Blight can be dispelled but isn't removed when what produced it is destroyed. When it's dispelled, only the Blight being dispelled is removed, not the entire thing. So I'd have to make a lot of smaller models of Blight, special edge models, and all of this could really drag on the system performance...
I can't replace creep because I still need creep and creep also slowly recedes when the source is gone and I think this is hard-coded? I basically want to make a mod similar to this but in StarCraft II. Blight and corpses are the only things I could think of that would be the hardest to remake.
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
Yes, you would have to create a decal, that works on low settings. It's easy to do, so this request would be rapidly satisfied by any modeller.
Borders are not required, it's possible to create a decal, that would create continious cover with borders automatically.
And yes, spamming tons of units will affect performance.
And if you want to affect the state of the blight cover, you can use behaviors on units-tiles, and have any effect you can imagine, except dancing tits.
I had an idea for blizzard to give us multiple different creeps, maybe a creep per player. That could be used for multiple things, like zones, borders like in civilization, visually marked buff areas of complex shapes without spamming effects, dune2/c&c kind of resources, etc. But no one of blizz never answered anything to this ;/
we need one huge thread with all suggestions and the reason why it would be useful. i am sure they would have a look at it then as they did with my arcade wishlist. we just need to gather and have all at the same place.
Maybe a new tab in the Editor that lets you make however many different types of "Creep" you want, like for Units or Effects or Actors, would be nice.
And you can adjust factors like:
Textures.
Effects on units.
speed that it grows and recedes.
How it grows and recedes. (Like custom algorithms for how it grows and recedes.)
Whether it prevents building placement or not.
And the ability for footprints to allow, require, or disallow placement on it.
And then you can attach actors to it if you want, or models, or something.
Like, you could make effects that automatically spawns tentacles when units walk close enough to the center of a spawner for the "Creep"
SC2Mapster Unofficial Discord! - https://discord.gg/DXENztk
That doesn't necessarily mean you can't use creep. Just make it so the buildings themselves aren't the source. Use something like invisible "tumors"; that way you can also still affect the creep even after the main building is gone too.