Simple Questions/Answers - Page 26
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Randomaccount#77123
United States5003 Posts
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Snowyowl
Sweden26 Posts
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dezi
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Germany1536 Posts
On January 27 2011 00:38 Ragoo wrote: @dezi I asked the same thing earlier about Destructible Rocks and found a solution: + Show Spoiler + On January 20 2011 00:51 Ragoo wrote: I finally found out how ![]() Was pretty obvious but there is just so much stuff you can change under model that I didn't see it. You just go to Data , select the Destructible Rock 6x6 for example, go to Model , scroll down to "Texture Applied Groups" and select whatever type you want (for me it was Char). Now your Rock has Char texture or whatever you chose ![]() I hope that's helpful for others as well. BUT I tried to do the same thing with Gas Geysers and for some reason it didn't work. Can you make screens of this Oo | ||
Madsquare
Germany157 Posts
+ Show Spoiler + ![]() Nice find on those tileset based textures! I have a question too. Is it possible to change the size (and footprints) if destructible rocks without loosing the melee tag? And if so, how? cheers, madsquare. | ||
funcmode
Australia720 Posts
On January 27 2011 00:38 Ragoo wrote: @dezi I asked the same thing earlier about Destructible Rocks and found a solution: + Show Spoiler + On January 20 2011 00:51 Ragoo wrote: I finally found out how ![]() Was pretty obvious but there is just so much stuff you can change under model that I didn't see it. You just go to Data , select the Destructible Rock 6x6 for example, go to Model , scroll down to "Texture Applied Groups" and select whatever type you want (for me it was Char). Now your Rock has Char texture or whatever you chose ![]() I hope that's helpful for others as well. BUT I tried to do the same thing with Gas Geysers and for some reason it didn't work. I managed to change the texture of the gas geysers on my map Spaced without any problems. No idea what I did though, was way over a month ago. | ||
ZaplinG
United States3818 Posts
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Snowyowl
Sweden26 Posts
And so on. | ||
Snowyowl
Sweden26 Posts
How and where do I address this issue? | ||
ZaplinG
United States3818 Posts
If (variable 1) = (value) Then display (text message) Else If (variable 1) = (value 2) Then display (text message 2) Else ... And so on. But what I'm wondering is if there is some kind of code inside the text message itself that lets me only have one message that changes according to an integer's value. Like, If any unit enters (region) Then display text message: "The cost of this item is [the changing value of variable 1]" That way it would be a simple one line thing and would cut down on so much bloat. | ||
Snowyowl
Sweden26 Posts
If the answer is yes to both questions above, it's really simple. Assuming it's yes on both, here's something of what I assume you're looking for.
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ZaplinG
United States3818 Posts
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Snowyowl
Sweden26 Posts
Actions Should of course look like this: Actions The difference is that in the first version you can increase/decrease the value only once, because each time the trigger is executed it resets to the starting value and increases by a set amount. With the corrected trigger, it takes the previous value and increases it by a set amount. | ||
WniO
United States2706 Posts
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funcmode
Australia720 Posts
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WniO
United States2706 Posts
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Randomino
United States4 Posts
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WniO
United States2706 Posts
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Randomino
United States4 Posts
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iGrok
United States5142 Posts
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wi1lywonka
Germany57 Posts
OR I wonder how to change the model for a unit? Say I have a spine crawler and I want to change the model to Aiur Overmind Intestines? | ||
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