Staredit Network > Forums > SC2 Custom Maps > Topic: Custom movement/order confirmation model?
Custom movement/order confirmation model?
Jan 19 2014, 11:11 pm
By: Dabbu  

Jan 19 2014, 11:11 pm Dabbu Post #1



Many abilities can use a custom model when engaged on a target location. This is essentially no different than the move/attack standard commands.
Is there a way to tweak the standard commands such that they will use a custom confirmation model (example: SC1 circle) and still execute their normal function?

In case the above didn't make sense:
- I want to order a unit to move (via a hacked move command) and display a custom model/sprite (SC1 circle) at the location where this was requested.
- This needs to work with the mouse and keyboard shortcuts.

Thank you.

Post has been edited 1 time(s), last time on Jan 20 2014, 7:00 am by Dabbu.



None.

Jan 20 2014, 7:12 am Ahli Post #2

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

Search for "Confirmation" in the actors.

For example, you will find: "ConfirmationLocalGround" which has a model and events. You would edit that one.
Using the actor events, you can create it for every case you want.

Local means that it's just for the player that plays on the computer. Synchronous should be the animations that you can see in replays or when observing a player. At least that's what I'm assuming.

ConfirmationLocalGround uses a term that checks that it is not "AbilCmd Attack". The negation is done via a "!" in front of the term. That is not possible to add using the events dialog window. To add the "!", you would switch to the xml view (orange button) and write it there. Then hit the green XML button at the top to compile and switch back to the view that you prefer.




Jan 24 2014, 6:32 am Dabbu Post #3



Ok, here it is.

Your advice helped for the one-time animations that play right after the order is given.
Modifying Model data for various Confirmation* and WayPoint* does the trick.
fields: Art: Scale Minimum/Maximum

That's half the trick.

The other half is the on-going animations that persist after the order is given.
These are the point markers that show while the unit is selected.
The animation scale for move, attack, rally have to be changed via the Abilities datum.
field: UI: Scale


Thanks for your help Ahli, this sure opens up new areas for me.
Hope this helps someone else.



None.

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