Hey I'm making a short film and I'd like an overlord to play its generating creep animation while moving. So far I've found a way to make the actual creep generation occur while moving, but that's not what I'm looking for. I want the spewing model animation to play while the overlord moves! Please help!
Hey, guys! I'm working on some machinima and I need some help working with the editor.
Right now what I'm trying to do is have an overlord pick up a roach offstage then move onstage and deliver lines, depositing the roach later.
HOWEVER, I don't want the audience to know that there is anything inside the overlord to begin with.
Is there a way to disable the transport slot marking above the overlord for the player who owns it, or would I have to reveal and film from player 2's computer?
Howdy, yall!
I'd like some personal help with a specific map i'm trying to make; it's a set for a video we're working on, but I'm having some very weird and puzzling issues.
Basic premise is that 4 marines are chatting and get blown up by a baneling. All I want is the standard Blistering Sands map to have 4 marines in control of player 1, but have them be four different colors, and 1 baneling for player 2.
For a while it was fine, and using a "set unit color" trigger and assigning each guy to a different object group for reference worked once, but last few times i've tried the marines don't appear on the map at all, in the preview or live.
Also, I can't seem to get the start points to work consistently. Sometimes they don't spawn start buildings at all, or only for one player, and I can't get player 1 to spawn in the same place every time. Not a huge deal, but annoying that I can't fix it how I want.
Also I'd like no fog of war, all map revealed if possible. a few times my "disable fog of war" visibility trigger worked, but not consistently.
Also, I know i've imported images for load screens before, but now when i try to save in the import panel nothing is there after save.
I don't have much experience with the editor, so please be as explicit as possible with suggestions.
Okay, that's great, but how do I actually do that?
Is there a way to indicate to the trigger that just that marine should be different, or would that change all marines on the map?
More importantly, it may be simple, but I don't know where to start.
Here's my guess, from scrolling through lists for 10 minutes:
Triggers page -
New Trigger
Event - Map initialization
Actions - Send actor message "SetTeamColor" to main actor of unit Marine [113.02, 69.15]
That look good? If not, can you give me a step-by-step?
So I'm making a machinima-type video using SC2 and we wanted some special scenarios set up. I have some basic experience with the editor, like messing with unit stats and terrain editing, and I've made my own Uberlisk from the step-by-step.
What I need now is
a) a way to make different units of the same type on the same team have different team colors (i.e. 4 marines on the map for player 2, but one is blue, one purple, one orange, one light pink) so I can keep character recognizability / consistency. I've searched multiple times and solutions to changing a unit's color seem to point to changing ALL units of that type (marine) and not just the one guy. I did see one that made the coloring random, but I'm guessing that my specific colors wouldn't stick from editor to live game. I suppose I could make "marine copies" for each of the 4 characters, but I never have much luck with that, always somehow missing some component or messing something up, when what I really want is to have the unit function normally but be differently colored. Either way I'd like some kind of step-by-step for executing. I often see posts like "just use Actor->actorcreation: team color!! duh!!" which doesn't help me much.
b) Perhaps this was foolish, but the setting of the first episode is on the Bliz map Blistering Sands, and I can't figure out how to allow more than 2 players on it. That was my original plan for working around the unit colors: just having 4 teams as allies. Even with part a) I may want to do something like that in the future for blocking purposes.
Suggestions? (i'm using a Mac if that makes a difference)
Hey, I see it's been a while since these posts, but I was wondering if this sort of work-around applies to other upgrade-related graphics, like zergling wings and tunneling roaches' crystal backs, or causing banelings to roll (and that might be the whole list...)
0
Hey I'm making a short film and I'd like an overlord to play its generating creep animation while moving. So far I've found a way to make the actual creep generation occur while moving, but that's not what I'm looking for. I want the spewing model animation to play while the overlord moves! Please help!
0
Hey, guys! I'm working on some machinima and I need some help working with the editor.
Right now what I'm trying to do is have an overlord pick up a roach offstage then move onstage and deliver lines, depositing the roach later. HOWEVER, I don't want the audience to know that there is anything inside the overlord to begin with.
Is there a way to disable the transport slot marking above the overlord for the player who owns it, or would I have to reveal and film from player 2's computer?
0
@Whiddin: Go
I decided i mus have messed up something fundamental and started over... seems to work fine now.
0
Howdy, yall! I'd like some personal help with a specific map i'm trying to make; it's a set for a video we're working on, but I'm having some very weird and puzzling issues. Basic premise is that 4 marines are chatting and get blown up by a baneling. All I want is the standard Blistering Sands map to have 4 marines in control of player 1, but have them be four different colors, and 1 baneling for player 2.
For a while it was fine, and using a "set unit color" trigger and assigning each guy to a different object group for reference worked once, but last few times i've tried the marines don't appear on the map at all, in the preview or live.
Also, I can't seem to get the start points to work consistently. Sometimes they don't spawn start buildings at all, or only for one player, and I can't get player 1 to spawn in the same place every time. Not a huge deal, but annoying that I can't fix it how I want.
Also I'd like no fog of war, all map revealed if possible. a few times my "disable fog of war" visibility trigger worked, but not consistently.
Also, I know i've imported images for load screens before, but now when i try to save in the import panel nothing is there after save.
I don't have much experience with the editor, so please be as explicit as possible with suggestions.
0
@Nebuli2: Go
Okay, that's great, but how do I actually do that? Is there a way to indicate to the trigger that just that marine should be different, or would that change all marines on the map? More importantly, it may be simple, but I don't know where to start.
Here's my guess, from scrolling through lists for 10 minutes: Triggers page - New Trigger Event - Map initialization Actions - Send actor message "SetTeamColor" to main actor of unit Marine [113.02, 69.15]
That look good? If not, can you give me a step-by-step?
0
Hey, everyone!
So I'm making a machinima-type video using SC2 and we wanted some special scenarios set up. I have some basic experience with the editor, like messing with unit stats and terrain editing, and I've made my own Uberlisk from the step-by-step.
What I need now is a) a way to make different units of the same type on the same team have different team colors (i.e. 4 marines on the map for player 2, but one is blue, one purple, one orange, one light pink) so I can keep character recognizability / consistency. I've searched multiple times and solutions to changing a unit's color seem to point to changing ALL units of that type (marine) and not just the one guy. I did see one that made the coloring random, but I'm guessing that my specific colors wouldn't stick from editor to live game. I suppose I could make "marine copies" for each of the 4 characters, but I never have much luck with that, always somehow missing some component or messing something up, when what I really want is to have the unit function normally but be differently colored. Either way I'd like some kind of step-by-step for executing. I often see posts like "just use Actor->actorcreation: team color!! duh!!" which doesn't help me much.
b) Perhaps this was foolish, but the setting of the first episode is on the Bliz map Blistering Sands, and I can't figure out how to allow more than 2 players on it. That was my original plan for working around the unit colors: just having 4 teams as allies. Even with part a) I may want to do something like that in the future for blocking purposes.
Suggestions? (i'm using a Mac if that makes a difference)
0
Hey, I see it's been a while since these posts, but I was wondering if this sort of work-around applies to other upgrade-related graphics, like zergling wings and tunneling roaches' crystal backs, or causing banelings to roll (and that might be the whole list...)