| 07-29-2006, 06:49 PM | #1 |
Ok. I have 6 recolored lava spawns (one for each level), that get summoned using the summon lava spawn ability. I have set the "units summoned" catergory to the proper units, but when they get summoned they get summoned to their original colors. Any way to fix this? Also, my metamorphed unit (the unit the hero metamorphs into) is recolored, and the same problem happens. But that's not the question. The question is, how do I make it so that the morphed unit isn't in the ground? (it's a dragon. I set it's hight and minimum height, but whenever it morphs, it is shoved into the ground). And THEN, when the hero morphs back, SHE'S recolored! (wtf?) Sorry if this is the wrong topic, I wasn't sure where this would be considered to go into. -Darkwulfv |
| 07-29-2006, 11:39 PM | #2 |
Does anybody know wtf is wrong? It's kinda annoying... |
| 08-17-2006, 10:14 AM | #3 |
Hmmm... For the recolored lava spawns, try making them into seperate models. Extract Lava Spawn in Model Editor, and change the skin files. Then save it as a seperate model. Then, you'd have to import the models in WE and change the model file of your units. For your hero, I'm not sure. If you PM me with a copy of a map with the problem, I'll fix it for you. |
| 08-17-2006, 10:18 AM | #4 |
How are you changing the color of the spawns? editing the mdl? Editing the Alpha in the object editor? |
| 08-17-2006, 12:41 PM | #5 |
Towards lava spawns: A unit is summoned Summoned unit == Lava type Set unit vertex colouring. Towards height: A unit begins the effect of an ability Ability being cast == Your ability Set unit fly height Or The morph ability, instead of metamorph, use crow form as your morphing ability, change all the neccersary stuff, because that allows you to set the height in the trigger editor, and theres a take off option for the unit not to be grounded like metamorph does. |
| 08-18-2006, 03:08 AM | #6 |
Wow a response... Well, I figured out the flying unit problem. I was stupid and forgot to set movement type to flying... D'oh! Thanks for the trigger Tide, once again your there to help. @gratheo: uhhh.. I don't do mdl editing, I haven't the slightest clue to any word you said, sry. |
| 08-18-2006, 03:16 AM | #7 |
Yeah easy easy. Event: A unit enters (playable map area) Conditon: none Actions: If/then/else mult. func If: unit type = lava spawn 1 then: animation - set vertex coloring of (entering unit) to (whatever color) else: do nothing and just have that for each spawn, you'll only need one trigger if you use if/then/else. |
