Staredit Network > Forums > SC2 Assistance > Topic: Changing colors of Unit/Actor/Model?
Changing colors of Unit/Actor/Model?
Jul 9 2010, 6:53 pm
By: Cheese  

Aug 16 2010, 1:25 am Temp Post #21



I just meant that it is a better implementation in an actual map then what I was doing before (based off of resources players had).



None.

Aug 16 2010, 1:34 am payne Post #22

:payne:

Quote from Temp
I just meant that it is a better implementation in an actual map then what I was doing before (based off of resources players had).
So you aren't detecting the player number directly? :O



None.

Aug 16 2010, 1:46 am Temp Post #23



No, in the example up right now it uses the number of marines a player owns to modify the colour. A better implementation would be to create a custom upgrade for each player, give it to them through triggers and then have a validator for that. If you need an example map just ask.



None.

Aug 16 2010, 3:27 am shmeeps Post #24



That seems a bit more cumbersome then just using a custom resource. Considering the fact that Terrazine has only made one appearance, I don't think many people will find much use for four different resources. Unless they were recreating Age Of Empires.



None.

Aug 16 2010, 6:21 am payne Post #25

:payne:

Quote from shmeeps
That seems a bit more cumbersome then just using a custom resource. Considering the fact that Terrazine has only made one appearance, I don't think many people will find much use for four different resources. Unless they were recreating Age Of Empires.
Good idea.
Quote from Temp
No, in the example up right now it uses the number of marines a player owns to modify the colour. A better implementation would be to create a custom upgrade for each player, give it to them through triggers and then have a validator for that. If you need an example map just ask.
... but Temp's idea is kind of cool!
Imagine an upgrade to change your beam's color! :><:



None.

Aug 16 2010, 7:21 am shmeeps Post #26



It would be really neat if you linked the amount of damage it did with the color. Like make blue do light damage, yellow do medium damage, and red do heavy damage. While it may be simpler to use something like resources, I would think, as Temp has already suggested and proved, that upgrades are probably a lot more viable and flexible solution.



None.

Sep 27 2010, 3:38 am payne Post #27

:payne:

http://www.staredit.net/starcraft2/Tint_projectiles_based_on_player

To anyone that is interested. ^^



None.

Sep 27 2010, 4:23 pm ImagoDeo Post #28



Quote from shmeeps
It would be really neat if you linked the amount of damage it did with the color. Like make blue do light damage, yellow do medium damage, and red do heavy damage. While it may be simpler to use something like resources, I would think, as Temp has already suggested and proved, that upgrades are probably a lot more viable and flexible solution.

Realistically, light damage would be colored blue, medium damage would be colored yellow, and heavy damage would be colored red - not the other way around. AFAIK you can't base upgrades or other things like that on actors.



None.

Sep 27 2010, 10:54 pm Temp Post #29



Quote from ImagoDeo
AFAIK you can't base upgrades or other things like that on actors.

You should be able to use upgrades to affect actors although I have not tried it out yet. In actor events you add a term that is a player validator. For the validator you use a player requirement and the requirement is they have the upgrade.



None.

Sep 28 2010, 6:01 pm Ahli Post #30

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

You can add that to the Actor events! That thing is very powerful.
Just have a look at the Zergling. He has an event that changes the model to the Zergling with Wings, if you have the upgrade.
You can even change models based of the graphic settings (like the mineral field does).




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