Well it doesn't seem to be affecting my map specifically, and my map is a pretty old one and I have change the height many months ago and then this happens.
It is a type of actor that modifies other actors when placed in their Hosting - Host Site Operations - Operations field. The order that the SOps are in matters when applying them to the actor.
It is a type of actor that modifies other actors when placed in their Hosting - Host Site Operations - Operations field. The order that the SOps are in matters when applying them to the actor.
For example air units often use a Banker (Unit) SOp in that field to allow them to tilt when turning.
Add two SOp (Local Offset) SOps either side of it offsetting it in opposite directions. The first lowers it be the desired height while the other increases it. The offsets cancel each other out when not on water but due to the nature of the water shadowing SOp it will result in a net height over it.
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Not sure what you meant by "either side of the water height", its not exactly the water that I'm dealing with its the instant height change of air units when attempting to level with the cliff level. For example, I would have have an upper cliff and a lower cliff acting as a pond for the water to be within it and the air units would drop below into the water to match with the current height level the cliff has.
Right order but wrong SOps. You need to make your own custom SOp (Local Offset) type SOps since the one you chose does not shift the actor in any direction.
The SOpHigherOfTerrainAndWater forces the actor fo not go below the water so all you need to do is then raise it to the correct height above the water. Having the other offset prevents it being too high when not on water.
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I've been encountering a situation in which air units travel below water, not floating above it as they're supposed to.
I tried resetting the base height to 0, but this seems to not change anything with the air units below water.
This may fill in between both the data and terrain editor, but I'm still unsure on how to solve this problem,
Any ideas?
There also seems to be a problem with the camera when I change the base height, as the starting height when I created the map was 8.0.
bump
They added a new SOp in patch 1.5 that will fix the visual part called SOp (HigherOfTerrainAndWater)
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Well it doesn't seem to be affecting my map specifically, and my map is a pretty old one and I have change the height many months ago and then this happens.
Then why bump if you are not sure if the problem still persists?
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
I meant the patch didn't fix the problem that I am experiencing.
It added a new SOp type you can add to actors to fix it.
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
What is an SOp anyway, and how do I add them to the actors? Sorry I'm still a novice at most parts of the editor.
SOp = Site Operation.
It is a type of actor that modifies other actors when placed in their Hosting - Host Site Operations - Operations field. The order that the SOps are in matters when applying them to the actor.
So how do I use them to prevent air units from falling into water when it reaches the lower height level?
Read the patch note as to what it does it prevents models falling below the water level.
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Which field do I add it onto the unit actor?
For example air units often use a Banker (Unit) SOp in that field to allow them to tilt when turning.
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Ok, so the air units are leveling with the ground and the water, but how can I restore it to normal height when flying above both levels?
Add two SOp (Local Offset) SOps either side of it offsetting it in opposite directions. The first lowers it be the desired height while the other increases it. The offsets cancel each other out when not on water but due to the nature of the water shadowing SOp it will result in a net height over it.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Do you mean I add it onto the 2 sides of the actual model or add it onto the operations field in the actors?
Add them either side of the water height follow SOp in the field you put that in.
That whay you have -3 set height equal to water height +3.
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@DrSuperEvil: Go
So the SOp (Local Offset) would be in the Hosting - Host Site Operations - Operations field in this order?
SOpLocalOffsetHarness SOpHigherOfTerrainAndWater SOpLocalOffsetHarness
Not sure what you meant by "either side of the water height", its not exactly the water that I'm dealing with its the instant height change of air units when attempting to level with the cliff level. For example, I would have have an upper cliff and a lower cliff acting as a pond for the water to be within it and the air units would drop below into the water to match with the current height level the cliff has.
Right order but wrong SOps. You need to make your own custom SOp (Local Offset) type SOps since the one you chose does not shift the actor in any direction.
The SOpHigherOfTerrainAndWater forces the actor fo not go below the water so all you need to do is then raise it to the correct height above the water. Having the other offset prevents it being too high when not on water.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg