SC2Mapster Forums

Development > Data

[Solved]Modified unit with attachments, 2 problems.

  • 9 posts
    #1 Nov 08, 2012 at 03:17 UTC - 0 likes

    I am trying to create a new (modified rather) unit. The idea is that I have an auto turret mounted on the rear of a vulture. I've done some work and I am having issues pulling the kinks out. Here are the two issues I am having.

    1. I have a scaled down missle turret attached to a vulture and I am trying to get the missle turret to bob up and down like the vulture does when it idles. I've attached the turret to an attachment point on the vulture that bobs with the unit. When I use the SOp to attach to that point alone in the host site operations, it works fine. However, the turret is in the wrong place, so I added a local offset to move the turret. But when I do, the turret no longer bobs up and down with the vulture. Is there any way I can move the turret without it loosing its bobing motion?

    2. The attack visual for the auto turret are stuck to an SOpAttach weapon of the vulture, instead of the SOpAttachWeapon attachment point for the auto turret. I clearly have the auto turret attached to the vulture and the site for the attack visual for the auto turret set to the weapon attachement point with the host set as the auto turret. In other words, I have an action actor that deals damage to a target. Its Launch Site is set to a site actor I set up. The site actors host is set to the auto turret and the host site ops is set to attachweapon and when the auto turret fires, the attack visual animation is played on the vultures weapon attachment point instead of the auto turret. I hope I didn't confuse anyone trying to explain that.

    If someone could take a look at the map below it would be awesome. I do have the auto turret set to an odd offset because its hard to tell if the turret is bobing when its setting where I need it, so ignore where the auto turret is.

    Last edited Nov 08, 2012 by bulletbutter
    Name Size MD5
    Vulture_Turret.SC2Map 29.5 KiB ab6981d67396...
    #2 Nov 08, 2012 at 20:46 UTC - 0 likes

    Check what order you apply the SOps. Use the attach first then the offset.

    Read the tutorial by ProzaicMuze on the bunker with the attached turret. You need to create a Site actor on the tirret attachment point and then force the Action actor to use it.

    #3 Nov 08, 2012 at 23:15 UTC - 0 likes

    I used that tutorial to base my unit from it. Also, I've tried re-ordered the SOps. If the attach is first then the offset causes it to loose the bobbing motion. If the offset is first the attach is ignored or set to default (which is center I believe). Also, I am using a site actor and I am forcing the Action to use it. The site Ations host site is set the the attachment turret and with the SOp set the Weapon (which should the be weapon attachment point for the turret), but it looks to be completely ignoring the site actor's instructions.

    #4 Nov 09, 2012 at 04:13 UTC - 0 likes

    So I have scrapped the map and started over and got the exact same results. This is how I have it set up.

    Model Actor

    Name: Turret

    • Host+ > Vulture
    • Host Site Operations+ >SOpAttachTarget (this is an attachment point that bobs with the vulture. And yes, I have tried the other 3 that move with the vulture as well).

    Now, problem #1 occurs when I add an SOpAdjustment (local offset) to the host site operations list. It's like it only accepts one or the other, but not both. No matter what order I put them in, I either get the local offset or the bobbing motion (not both).

    Site Actor

    Name: Turret Attack Launch

    • Events+ > UnitBirth.Vulture = Create; UnitDeath.Vulture = Destroy
    • Host+ > Turret
    • Host Site Operaions+ > SOpAttachWeapon (This is the attachment point for the auto turret, I double checked this in the cutscene editor).

    Action Actor

    (Does not use a beam, therefore this is kinda where it deviates from the tutorial)

    Name: Turret Attack

    • Launch Site > TurretAttackLaunch

    And here is where I have problem #2. No matter what I change the Site Actor's Host Site Operations SOp to, the attack graphic will not move. It's like it is completely ignoring the fact that I set the Actions Launch Site to the Site Actor.....?!?!

    Last edited Nov 09, 2012 by bulletbutter
    #5 Nov 09, 2012 at 20:19 UTC - 0 likes

    Under the Actor: Action Flags field of the Action actor enable the Launch Force Site flag.

    Try making your own SOp (Attachment) actor and playing with the flags for it to see if that fixes the issue with the bobbing.

    Last edited Nov 09, 2012 by DrSuperEvil
    #6 Nov 12, 2012 at 02:54 UTC - 0 likes

    This is insanity. I'm on about the 6th itteration of this unit. I was able to solve both of my issues! The issue with the attack visual not firing on the turret was do to the events+ for the for the turret model. The tutorial I followed says to put "WeaponStart.AttackStart > AnimPlay attack, attack". I simply changed that first attack to attach. It makes sense when I think about it.

    As far as the bobbing motion...I still have no clue what I did to get it working.

    However, now I have another issue that might be why I had the issue with the bobbing in the first place (now that I think of it, turrets and bobbing just might not mix). My attachment turret, no longer spins and/or acts like a turret when it attacks. My turret actor events are correct (TurretEnable.Name of turret > Create). And the turret body is set to the model of my attachment turret. The turret settings are correct as well (idle set to spin, yaw setting correct, etc). And lastly, the weapons turret is set up correctly in the units weapons data field.

    What could be the issue?

    #7 Nov 12, 2012 at 21:03 UTC - 0 likes

    Odds are the Pitch fields of the Turret actor. They have a history of problems.

    Last edited Nov 12, 2012 by DrSuperEvil
    #8 Nov 15, 2012 at 04:34 UTC - 0 likes

    Redone the entire unit but this time, making a copy of the base unit (vulture) and working with the unit properly copied. It appears that if you try these kinds of edits to a base unit, you get all sorts of issues.

    #9 Nov 15, 2012 at 04:40 UTC - 0 likes

    correct me if im wrong, but didnt the bobbing problem only started occuring with patch 1.5? i am having a similar problem and would appreciate if someone sheds light on how to fix this.

    Last edited Nov 15, 2012 by Zolstice
  • 9 posts

You must login to post a comment. Don't have an account? Register to get one!