All I can tell at this moment is that it is possible in the WC3 editor, it should (eventually) be possible in the Galaxy Editor. Maybe take a look at the actor of the specific unit, as that's the cosmetic part.
I'd really like to know what the benefit is of a local variable over a global one as a global variable allows you to use it in a new trigger if you so desire. Any scenarios where a local variable would be better than a global?
I think what you need is an entire new model as I don't think Blizzard added the green 'wireframe' models for doodads. If you look in the unit editor all units have a placement model (if I remember correctly). I could be wrong though, maybe there is a setting that allows you to change the colour into green and the alpha into 50% and other options. Have a look at the placement models, maybe you can get something out of that.
If this is about killing a pathing blocker you could use a Dynamic Pathing Blocker, it's in the units layer somewhere. You can easily add the following action when you want it removed:
You could also make another trigger which moves a region every 0.01 sec to the position of your hero. It should be about the size of a Command Center I suppose. Let's call it moveRegion Then make a new trigger which looks like:
EVENT - When player 1 types a message containing "move" matching exactly
ACTION - Order all units owned by player 13 in [moveRegion] to Move to random point in [moveRegion] replacing existing orders
If there was something like the Invisible Platforms in World Editor of WC3 it would be pretty easy. Just put a few of those where you want this corpse ramp to be build: making it pathable, ignoring the cliff and put some dynamic pathing blockers in front of it until the ramp is build via trigger: removing the dynamic pathing blockers.
I have yet to find something like this, maybe it's there already but I missed it.
Another idea would be to give all units the reaper cliff jumping ability once the corpse ramp is build. This does mean however that you need to place pathing blockers all around the cliffs so that they don't actually jump off cliffs where they're not supposed to. Put some dynamic pathing blockers where the ramp will be and remove them once the ramp is built. I have no idea if this would look smooth and if there's a way to hide that Reaper Jump Ability icon from the UI as I imagine it would look sloppy. But it doesn't seem like much work to test this out. I'd like to know the results as I don't have acces to the galaxy editor anymore (on a Mac).
Last Created Unit always refers to a unit created by triggers; never by a training structure. Have you checked if there is something like Last Created Nydus Worm? As there is a Last Created Cargo Units which refers to the units made by a Trigger which creates cargo; I suppose there should be something like Last Trained/Build unit as well. The Nydus Worm target counts as a structure right? Maybe you can set it to a variable and then refer to that variable when the unloading should happen. Let me know if this works (I don't have the Galaxy Editor at this time, so I can't check it).
If the case is that you made a trigger that loads the transport with the specific units at the map initialization and Issue orders the dropship to Unload at the target location, then option 1 s3rius metioned is easier in my opinion.
Make a new global variable (it should appear on the left side of the trigger window) change it into type unit group and name it something appropriately, let's say unitgroupForces
Every time you make the action "Create cargo for Dropship etc." create a new action immediately after it: Add last created cargo units to unitgroupForces
When the dropship lands and you want the unit to change ownership make this action:
ACTION - Pick every unit in unitgroupForces and do: Change ownership of picked unit to Player 1
As I don't think unloading in a region counts as entering.
Transmission - Send transmission to (All players) from (Commander[1] with Flash (Do Not override portrait) playing Talk) playing No Sound Link with name "Commander" and message "Keep running! We're almost there!" using (Cinematic portrait (Center Left)) playing Talk (SET TO 4.0 seconds, DON'T WAIT until it finishes)
Wait - General Wait 4.5 sec (The time the transmission takes to read or play in case you got a sound file attached +0.5 for a small break between transmissions)
I use SET TO and DON'T WAIT, instead I use a General Wait action after the transmission, it looks like more work and unnecessary actions, but at least it works.
EDIT: I suppose you can use SET TO and WAIT untill it finishes as well, but that makes it impossible to run any cations during the transmission.
I don't know about textures, but I managed to find imported sounds. When you go to the Sounds tab in the Data window, add a new object. Then on the right is one field that let's you set the file associated with it (I'm not sure which one, as I don't have the Galaxy Editor anymore; laptop died). It may help to turn on/off some of the icons that show on top, there's five in them in total. You should be able to find your imported files when double clicking the field that contains the actual MP3. If you can't find a solution, I'll post a screenshot saturday; as then hopefully I will be able to use the Galaxy Editor again.
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@gregv21: Go
All I can tell at this moment is that it is possible in the WC3 editor, it should (eventually) be possible in the Galaxy Editor. Maybe take a look at the actor of the specific unit, as that's the cosmetic part.
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I'd really like to know what the benefit is of a local variable over a global one as a global variable allows you to use it in a new trigger if you so desire. Any scenarios where a local variable would be better than a global?
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@Aizuu: Go
I think what you need is an entire new model as I don't think Blizzard added the green 'wireframe' models for doodads. If you look in the unit editor all units have a placement model (if I remember correctly). I could be wrong though, maybe there is a setting that allows you to change the colour into green and the alpha into 50% and other options. Have a look at the placement models, maybe you can get something out of that.
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@Eldrazor: Go
Then a simple trigger telling the forcefields on the map to ignore collision would fix that I suppose.
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@EpicurusDarwin: Go
If this is about killing a pathing blocker you could use a Dynamic Pathing Blocker, it's in the units layer somewhere. You can easily add the following action when you want it removed:
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You could also make another trigger which moves a region every 0.01 sec to the position of your hero. It should be about the size of a Command Center I suppose. Let's call it moveRegion Then make a new trigger which looks like:
Hope this works.
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@kozm0naut: Go
I suppose you could make a trigger for it.
And another for when he drops it.
I'm not sure if this event exists but there must be something like it, maybe: A unit manipulates an item
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If there was something like the Invisible Platforms in World Editor of WC3 it would be pretty easy. Just put a few of those where you want this corpse ramp to be build: making it pathable, ignoring the cliff and put some dynamic pathing blockers in front of it until the ramp is build via trigger: removing the dynamic pathing blockers.
I have yet to find something like this, maybe it's there already but I missed it.
Another idea would be to give all units the reaper cliff jumping ability once the corpse ramp is build. This does mean however that you need to place pathing blockers all around the cliffs so that they don't actually jump off cliffs where they're not supposed to. Put some dynamic pathing blockers where the ramp will be and remove them once the ramp is built. I have no idea if this would look smooth and if there's a way to hide that Reaper Jump Ability icon from the UI as I imagine it would look sloppy. But it doesn't seem like much work to test this out. I'd like to know the results as I don't have acces to the galaxy editor anymore (on a Mac).
Hope this helps!
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@Eldrazor: Go
I don't know how 'Add' actually works, try changing it into set to and add a wait action after it, works for me with no problems.
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Last Created Unit always refers to a unit created by triggers; never by a training structure. Have you checked if there is something like Last Created Nydus Worm? As there is a Last Created Cargo Units which refers to the units made by a Trigger which creates cargo; I suppose there should be something like Last Trained/Build unit as well. The Nydus Worm target counts as a structure right? Maybe you can set it to a variable and then refer to that variable when the unloading should happen. Let me know if this works (I don't have the Galaxy Editor at this time, so I can't check it).
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Only thing I know is to make it 2 tiles wide and at least 2 tiles long that will make it square.
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I'd like to know this too, it fucks up my cinematics pretty much!
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If the case is that you made a trigger that loads the transport with the specific units at the map initialization and Issue orders the dropship to Unload at the target location, then option 1 s3rius metioned is easier in my opinion.
Make a new global variable (it should appear on the left side of the trigger window) change it into type unit group and name it something appropriately, let's say unitgroupForces
Every time you make the action "Create cargo for Dropship etc." create a new action immediately after it: Add last created cargo units to unitgroupForces
When the dropship lands and you want the unit to change ownership make this action:
ACTION - Pick every unit in unitgroupForces and do: Change ownership of picked unit to Player 1
As I don't think unloading in a region counts as entering.
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I make my cinematics like this:
Transmission - Send transmission to (All players) from (Commander[1] with Flash (Do Not override portrait) playing Talk) playing No Sound Link with name "Commander" and message "Keep running! We're almost there!" using (Cinematic portrait (Center Left)) playing Talk (SET TO 4.0 seconds, DON'T WAIT until it finishes)
Wait - General Wait 4.5 sec (The time the transmission takes to read or play in case you got a sound file attached +0.5 for a small break between transmissions)
I use SET TO and DON'T WAIT, instead I use a General Wait action after the transmission, it looks like more work and unnecessary actions, but at least it works.
EDIT: I suppose you can use SET TO and WAIT untill it finishes as well, but that makes it impossible to run any cations during the transmission.
0
I don't know about textures, but I managed to find imported sounds. When you go to the Sounds tab in the Data window, add a new object. Then on the right is one field that let's you set the file associated with it (I'm not sure which one, as I don't have the Galaxy Editor anymore; laptop died). It may help to turn on/off some of the icons that show on top, there's five in them in total. You should be able to find your imported files when double clicking the field that contains the actual MP3. If you can't find a solution, I'll post a screenshot saturday; as then hopefully I will be able to use the Galaxy Editor again.