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I thought I ought to reply with the solution I found. I still have not found how to scale the Xel'Naga watchtower, footprint and all, like you can with the destructible rocks via the properties screen when you press Enter, what I did find is that under the Model for the Unit, there are two properties: Scale Minimum and Scale Maximum. These allow you to put a range so that you can get randomly generated variations of the shape. What I did was to make a complete copy of the original Watchtower (renaming all of the related Actors, Footprints, etc. with the same suffix) for each of the different sizes I wanted, and then I modified the Scale Minimum and Scale Maximum to the specific size I wanted (the X, Y, and Z all to the same number for each). That way it "randomly" generates to the exact size. Additionally, I modified the Unit Sight Range and Tower Capture [suffix] abilities so that the baby watchtowers give less sight than the larger watchtowers, and you also have to stand closer to the smaller ones.
I'm still working on "throwing" the vision, but I will update when I have a solution.
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On August 09 2011 11:13 HypertonicHydroponic wrote: what I did find is that under the Model for the Unit, there are two properties: Scale Minimum and Scale Maximum. ... I'm still working on "throwing" the vision, but I will update when I have a solution. Yes that's what you want to do. There should be a scale on the xelnaga tower unit as well as the model (for whatever reason). Footprint is how much space the unit actually takes up on the ground (2x2). Even if you scale the model larger, it will still be 2x2 unless you change it's footprint. Footprint should be under unit I think.
For the sight offset, that might be a bit tricky, so you might as well just use a trigger. Events - Unit - Any Unit enters a distance of X from Unit Conditions - no units from another faction around Actions - reveal area at location
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On August 09 2011 11:57 Xapti wrote:Show nested quote +On August 09 2011 11:13 HypertonicHydroponic wrote: what I did find is that under the Model for the Unit, there are two properties: Scale Minimum and Scale Maximum. ... I'm still working on "throwing" the vision, but I will update when I have a solution. Conditions - no units from another faction around My head is swimming from all the triggers I've been looking through to try to do this. I cannot seem to figure out how to do this condition -- any suggestion?
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No triggers are really needed for xwt - its all done in data.
Are you still looking for "throwing" vision and do you just mean what the tower reveils suchs as the sight radius? Let me know and i should be able to help.
Your aware now that you don't need to hide the real tower in a ditch and instead just change the model to whatever doodad you want right?
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This is really cool I hope more people that make custom maps, use more xel naga towers like this in different way like Icup having one that's destructible.
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Ok! After much google searching, checking out the mapping sites, and just generally plowing through the trigger editor, I came up with a way that I think approximates the behavior of the towers while doing the funky little tricky things I wanted to do with the vision. I will edit this later with some of the specifics (i.e. actual trigger code) for anyone wanting to know how this is done, but basically, I create an 2-dimensional array for the number of units per player (row) by each tower (column) and another one for the Revealers (row) per player (column) that are used to "throw" the vision. I have a setup where there are four mini watchtowers and one large watchtower -- each of these is a copy of the original. The mini towers are 50% size, do their animation pretty much only if your unit is touching it, and only reveal sight of 1 so you don't even notice it. The large tower is 300% size, does the animation if you are up to a range of 64 (!!!) away but only reveals a sight of 2 which pretty much only lights itself up (and it IS in a ditch, but not for reasons of the OP). The last piece of the terrain setup is the addition of four regions, each centered upon the large tower with varying radii (16, 32, 48, 64 -- I've found that 64 is the largest revealer that can be created). So now the sweet triggers: these allow you to capture a mini tower which creates a revealer in one of the regions. If you capture one mini tower, you get the 16 radius vision; two towers, 32; etc. And as you leave towers, it does the reverse. The mini towers are placed just within the activation of the large tower, so the first thing you will see is the glow of the big tower, and then as you activate a mini one the sight seems to grow. It's a pretty neat effect if I do say so myself. I still need to work out some of the gotchas and test a bit more -- as one site mentioned burrowing/unburrowing and deaths need to be accounted for in whether or not vision should still be held. I really cannot wait to get this finished up and post the map.
EDIT 1: Ok, before I publish the triggers, I really want to do a thorough test of my map with more than one player since I don't want to put up something that doesn't actually work. I know it works for just one player, but I want to make sure it works properly when more than one player contests a mini-tower. Is there anyway to get the "Test Document" feature to allow the control of units from another player?
EDIT 2: I have published my triggers here ( http://www.teamliquid.net/forum/viewmessage.php?topic_id=255017 ) for anyone who is interested.
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