Staredit Network > Forums > SC2 Assistance > Topic: Set Tint Color of Actor
Set Tint Color of Actor
Apr 9 2013, 10:39 am
By: DevliN  

Apr 9 2013, 10:39 am DevliN Post #1

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Is there a way to set the tint color of an actor that has no unit associated with it? I've been trying to change the tint color of an actor that's using an OmniLight model, and can't seem to figure out how to get it to work. When I'm using the "Actor - Send Actor Message" action, it wont properly link to the actor. Is there maybe a way to set the tint via Catalog instead? I'm at a loss here.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Apr 9 2013, 11:23 am TF- Post #2

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There must be, I've sent Set Tint and Set Opacity messages to doodads, just make sure you're using the right trigger action.
If you used the omnilight doodad then you should be able to target it with Send Actor Message where Actor is the "Actor From Doodad" function.
If it's a dynamically created actor, you'll need to use one of the 'Send Actor Message to Actors in Region' actions or however they're called.



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Apr 9 2013, 11:53 am DevliN Post #3

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Doodads are still considered units, though, right? This is just a model and an actor, nothing else. It's only being used to attach to other things.

So essentially the question is whether I can send an actor message to an actor without a unit associated with it to begin with, and if it can be done while the actor isn't created via triggers or pre-placed on the map?



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Apr 9 2013, 11:57 am TF- Post #4

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Doodads are definitely not units, just actors. How is this actor created anyway?



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Apr 9 2013, 6:51 pm DevliN Post #5

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I created a model linking to an OmniLight. Then I created an actor linking to that model. In the Events+ for the actor, I have it created on units and killed when those units die.

I guess I can create the actor somewhere on the map, change it, and then kill the actor. I was just hoping there was a better way to do it. :/

EDIT:
Hmm. So I'm creating the actor at a point on the map, then using "Actor - Send message (Set Tint Color (Color((Current player IntegerVariable color))) with HDR 1.0 over 0.0 seconds) to actor (Last created actor)" and it isn't working. I'm about ready to scrap this idea entirely.

Post has been edited 1 time(s), last time on Apr 9 2013, 7:08 pm by DevliN.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Apr 9 2013, 7:21 pm Ahli Post #6

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

You can't tint light.

You need to swap the model via actor message to alter the omni light color...




Apr 9 2013, 7:30 pm DevliN Post #7

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Ah, so I can only use the predefined colors? That sucks. Oh well. Thanks, guys.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

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[10:02 pm]
Suicidal Insanity -- So you can do that
[10:02 pm]
Suicidal Insanity -- But the new text trigger engine uses "Unused location (%d)" for locations which are either unused or have no name
[10:01 pm]
Suicidal Insanity -- Not sure if I disabled that
[10:01 pm]
Suicidal Insanity -- I think scmdraft autogenerates names for you if you do that on map load
[09:59 pm]
Wormer -- Where are those colors for locations which name ends with a color code? :P
[09:54 pm]
Wormer -- Yeah locations with same names are restrictive if I say want to give all locations empty names to save strings
[09:45 pm]
Suicidal Insanity -- One thing I did change - it no longer uses "Invalid Location" for all unused locations
[09:45 pm]
Suicidal Insanity -- And locations
[09:45 pm]
Suicidal Insanity -- You can also give multiple units the same custom name
[09:40 pm]
Wormer -- a thing that can break triggers on recompile http://www.staredit.net/372415/
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