![]() ![]() Some members of the community learned it pretty quick and already created good looking models for the game. If you dont know anything about modelling yet, you should really consider learning the basics. I recommend Blender [which is a free and open source. ![]() The best way to get a 3d model is to create it yourself in a modelling software of your choice. You can find custom equipment items of others in the steam workshop in your Steam client or directly in game in the custom equipment editors. For this to work, it is required that you are logged into steam when you want to save/load/upload custom items! Otherwise, there is no way for the game to validate that you are the owner of the item and you cant use the custom equipment editors. Others can still use it if they subscribe to the workshop item for instance, or if they duplicate a unit from a battle, but they cant modify the item and upload it as their own creation. To prevent stealing of custom items, only the creator can load the item in the custom equipment editors. So the custom items you use are always included when you publish something to the workshop and the players dont have to download any additional mods, everything is included in the workshop item. If you use a custom equipment object in a custom unit, it will be embedded into the unit data, if you include that unit into a prefab, the custom equipment will be stored in the prefab, and if you place the prefab into a battle, the custom equipment will be saved in the battle. This is important, because there could be different versions of the same item in one map. Each custom item also has a version number, which is shown right next to the name in lists. In most lists (for instance the equipment lists), there is a small blue symbol next to the item to indicate which equipment items are custom content and which items are vanilla content. There are much more advanced methods to adjust the control flow, which will be explained in the examples.Before I'm going to start explaining all you need to know about how to create custom equipment, let me briefly explain some things about the implementation and usage.Ĭustom equipment items can be used pretty much anywhere, where you can also use vanilla equipment. That way the whole lower path will be executed before the upper part adds the damage. However, the upper path requires the result of the lower path to add the correct amount of damage to the unit (2)! To ensure that, it's important to connect the control connection from the last node of the lower path to the "Add Damage" node (3). What happens in that case is that both paths will continue to be executed. This time the control connections split after the first action (1). Lets have a look at a more complex graph. The previous example was straight forward. Since that node is connected to the "Add Damage" node, the "Add Damage" node will run last and applies damage to the health reference from the previous node. After that the "Unit To Health" node runs and gets a health reference from the unit which entered the trigger. When a unit enters the trigger, the event node is executed first and starts the script. These connections are animated and control the execution of the individual nodes. The special arrow shaped input/output points from the event and action nodes have to be connected to make the script work. But that's not enough to actually run the nodes. ![]() The previous section explained data connections between nodes. Button (3) opens the script editor to edit the script. Each script has a name and a description that helps to identify its functionality. Button (2) adds a new script to an object. While an object is selected, there is a panel on the right side of the screen where all scripts are listed. To create a new script, either press the last button in the left toolbar to create a global one or click on an object to select it (1). However, it's recommended to attach scripts to the object that starts the interaction, because it helps to find scripts and it also helps while editing scripts, as we will see later. ![]() The difference is that attached scripts will no longer work, if the attached object has been destroyed. Scripts can be global or attached to an object. That's why the scripting mode allows you to create scripts to access game functions and add functionality to your triggers, buttons and other objects. Triggers without functionality are a useless addition. ![]()
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