This works fine when I change the PlayerPalette property in the RenderSprites trait. (I have units on the original palette and and some on a new one)
My problems now are:
1. I want to use the new palette for the icons of the units as well but it defaults to the original (player?) palette.
2. I'd like to use effects with different palettes but there listed in sequences and not in rules and they seem to default to an effect palette, can I overide this on an per effect basis?
For example does something like:
Code: Select all
explosion: Defaults: Length: * ZOffset: 511 piff: piff piffs: piffpiff water_piff: wpiff water_piffs: wpifpif small_explosion: veh-hit3 Palette: neweffect1 med_explosion: veh-hit2 Palette: neweffect2 small_explosion_air: flak Palette: neweffect3 med_explosion_air: veh-hit1 large_splash: h2o_exp1 napalm: napalm2 building_napalm: napalm2 FlipX: true nuke: atomsfx nukemini: expmnuke ...