Window -> Previewer. Find the unit you're looking for, double click the .m3 file. Once you do that the model should appear on the screen. if you don't see it, try pressing the Zoom to Fit button (button with four arrows).
Underneath the blue preview panel you should see an item called Animation Layer. Right click that and then change animation to whatever is available for that unit. When you are done viewing that model you must select it and press delete, otherwise when you double click on a new .m3 file it would just be placed on top of the currently viewed model.
For the first question. It sounds like you need to apply a Pathing Footprint/Pathing Footprint - Placement. Go to the Unit tab in the Data Editor and look for the fields I just mentioned. Add the footprints that accommodate your unit.
For the second question try editing the field UI - Height
What I did first was on Map Initialization I attached a region to a unit. That unit being of player 15. Then made a trigger that would set off when a unit owned by player 1 entered the region that was attached to player 15's unit. This was the only way I could figure out how to do it.
Hi, new to the forum. This is the first problem that I ran into that has made me join a forum and ask for help. I just can't figure out why this is happening.
What I am trying to do is have a building built on top of a resource just the way you build a Refinery on a Geyser. I've accomplished that, but the problem is that after I build on top of the "Geyser" my builder unit is still able to build on top of that "Refinery" and that I do not want to happen.
I'm guessing it has something to do with the "Geyser" still being there after the "Refinery" is built and the game just thinks that if it's still there I can continue building on top of it regardless of what's already on top of it.
Any input would be much appreciated. If it would help I could upload the map for you.
Here's a way to do it with the "Crate" doodad. Go to the data editor under Models and make the modifications I made that are highlighted. Increase X and Y if you want the roof even bigger.
There's this doodad called "Installation Roof"(must have campaign dependencies enabled). But yeah, like you said we need to find a way to flip a model over because underneath you can see right through it.
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Ahh, thanks! I tried it again but this time I turned the doodad into a unit and it worked that way.
What about the other question? I could still use that technique as well.
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Bump..
If that is not possible then how about a way to make a doodad hidden to certain player but will still be visible to everyone else.
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Could someone help me with this? I have searched the forum for some help already. I tried the Site Operations method, but I couldn't get that to work.
Thanks
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Window -> Previewer. Find the unit you're looking for, double click the .m3 file. Once you do that the model should appear on the screen. if you don't see it, try pressing the Zoom to Fit button (button with four arrows).
Underneath the blue preview panel you should see an item called Animation Layer. Right click that and then change animation to whatever is available for that unit. When you are done viewing that model you must select it and press delete, otherwise when you double click on a new .m3 file it would just be placed on top of the currently viewed model.
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I'm not sure if this Lost Easter Egg is in the campaign somewhere but I did find it in the Editor. You can even see the numbers on the side.
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For the first question. It sounds like you need to apply a Pathing Footprint/Pathing Footprint - Placement. Go to the Unit tab in the Data Editor and look for the fields I just mentioned. Add the footprints that accommodate your unit.
For the second question try editing the field UI - Height
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What I did first was on Map Initialization I attached a region to a unit. That unit being of player 15. Then made a trigger that would set off when a unit owned by player 1 entered the region that was attached to player 15's unit. This was the only way I could figure out how to do it.
See the attached image for reference.
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Hi, new to the forum. This is the first problem that I ran into that has made me join a forum and ask for help. I just can't figure out why this is happening.
What I am trying to do is have a building built on top of a resource just the way you build a Refinery on a Geyser. I've accomplished that, but the problem is that after I build on top of the "Geyser" my builder unit is still able to build on top of that "Refinery" and that I do not want to happen.
I'm guessing it has something to do with the "Geyser" still being there after the "Refinery" is built and the game just thinks that if it's still there I can continue building on top of it regardless of what's already on top of it.
Any input would be much appreciated. If it would help I could upload the map for you.
Thanks!
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Here's a way to do it with the "Crate" doodad. Go to the data editor under Models and make the modifications I made that are highlighted. Increase X and Y if you want the roof even bigger.
0
There's this doodad called "Installation Roof"(must have campaign dependencies enabled). But yeah, like you said we need to find a way to flip a model over because underneath you can see right through it.