• 0.950646512474959

    posted a message on Changing a unit's model

    It is backwards :).  The actor attaches itself to a host unit through its (Basic) Event: Events field, even though every other type of object is attached from the host.  The easiest way to make a new one is to duplicate an existing unit's actor. 

     

    Alternately, if you want to change the model of an existing unit, you can go to the unit in the data editor, scroll through its attached files (e.g. actors, abilities, etc.) until you get to its models, then in the unit model change the (Basic) Art: Model field.  (You can do the same to change the unit's death model, missile model, etc.)

    Posted in: Data
  • 2.70352809661594

    posted a message on (SOLVED) NovaHyperion unit still exists after taking fatal damage? How to destroy?

    I can't find the unit or behavior you are talking about (I did not purchase the Nova mission packs, which might be why).  However, just based on your description here are some things you could look at:

     

    - Look at the Stats: Death Time field of the unit.  If this is anything but 0, the unit will take some time to actually be removed after it dies. 

    - Try going to the Effect: Effect - Final field of one of the behaviors you are working with and adding a Suicide effect to kill the Hyperion after the behavior stops. 

    - If you have any Create Persistent effects surrounding the Jump Out (you probably do; they're very common), try adding a Suicide final effect there as well. 

     

    As to your bonus question: create a Create Persistent effect that fires instead of spawning the Hyperion right away, with an expire delay of a few seconds.  In the Effect: Effect - Expire field, create a Create Unit effect to spawn the Hyperion.  Then attach some actors to the persistent effect with the "jump in" model and sound. 

     

    I hope these help! 

     

     - Xi

    Posted in: Data
  • 0.935705100728675

    posted a message on Changing supply icons

    I just want to revive this thread to say thank you to ImperialGood for figuring out a way to do this.  I've been trying for days to find something that worked for this.  To rephrase the method he found:

     

    • In the Trigger editor, create a global variable -- let's call it Custom_Supply_Icon
    • Set the initial value for Custom_Supply_Icon to a Custom Script:
      DialogControlHookupStandard(c_triggerControlTypeImage, "UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/SupplyIcon")
    • Create a trigger that fires at map initialization (or whenever you want to change the icon)
    • Create a "Set Dialog Item Image" action with Custom_Supply_Icon for the dialog item and whatever image you want to use for the value

    That's it!  Again, thanks ImperialGood for sharing this method!

    Posted in: UI Development
  • 0.951186571483697

    posted a message on Remake Station Unrest for Starcraft 2??

    Well, here you go.  I can't say it's very good (this is my first melee map, and only my second map of any kind), but it's something.  Hope you enjoy!  It is called "Station Genesis" (because "Station Unrest" wasn't allowed), and I've uploaded it to the American server on Battlenet. 

     

    Here's a before/after preview:

    Station Genesis

    Posted in: Map Suggestions/Requests
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