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(Solved) Offset with a model without attachment point

  • 10 posts
    #1 Nov 16, 2012 at 17:49 UTC - 0 likes

    Hello,

    I looked through this forum but I didn't find a clear response.

    Here is what I want : modify an offset of a launching attachment point of a weapon of a model which has no attachment point.

    What I already did :

    1. Create an actor (local operation site with my new offset)
    2. In my launching attachment actor I find the "Launch Site Operations" field and I add my previous actor
    3. I tested it on an unit like a wraith, it works properly the launching attachment point has the new offset
    4. I tested on my unit with the model "XelNagaColumn" which don't have attachment point and that didn't work : the missile is launched from the origin

    How can I make it works without attachment point ?

    Last edited Nov 19, 2012 by Sanguinax
    #2 Nov 17, 2012 at 18:04 UTC - 0 likes

    The model has a fixed origin make a hidden Model type actor at an offset attached to the origin and get your Action actor? to shoot from there.

    #3 Nov 19, 2012 at 14:48 UTC - 0 likes

    @DrSuperEvil: Go

    I don't understand, if I create a new actor attached to the origin and make it shooted from there, my unit will still shoot from the origin. I want my unit to shoot from the top of the tower with a Z axis shift.

    #4 Nov 19, 2012 at 21:29 UTC - 0 likes

    You created a Site type actor and set the Action type actor to use it while enabling the Force Launch Site flag?

    Also did you offset the attached actor to the top?

    Last edited Nov 19, 2012 by DrSuperEvil
    #5 Nov 20, 2012 at 13:21 UTC - 0 likes

    @DrSuperEvil: Go

    Ok I just don't know how to link my origin actor site to my actor attack. Because in the "launch Site Ops+" I can't find my site actor. So I add it in the "launch Site" field but that didn't work.

    I created a test map to show what I did.

    Name Size MD5
    testAttach.SC2Map 25.9 KiB ae53cd1f690d...
    #6 Nov 20, 2012 at 18:07 UTC - 0 likes

    I did a quick look at your data and it looks like everything is set up right...although I am not nearly as well versed in data and DrSuperEvil. I had issues with this exact thing and found out something interesting. It looks like you are adding this to a default campaign unit, the wraith. Try duplicating the wraith unit and then setting up all your actors.

    The issue I had was with the attack launching from the wrong place and a turret that wouldn't work. For me, my solution was as easy as duplicating a unit instead of building off a campaign unit. I think there are issues with adding actors to units that are not duplicated and or freshly created.

    Try duplicating the wraith, giving it a new name and then add actors to it....it may help solve your issue.

    EDIT Just realized you meant the attack from the tower. Still the same thing applies. You modified the spore crawler's model and actor. So instead of just changing those fields to the default campaign unit spore crawler, duplicate the spore crawler and then set your actors to it.

    Last edited Nov 20, 2012 by bulletbutter
    #7 Nov 20, 2012 at 21:59 UTC - 0 likes

    @bulletbutter: Go

    Isn't the same thing to modify an existing unit than duplicated it ? I made 2 versions of my spore crawler : 1 with the defaut model and 1 with xelNagaColumn model. And so the default one works but not the other.

    Is that what you talked about ?

    Last edited Nov 20, 2012 by Sanguinax
    Name Size MD5
    testAttach2.SC2Map 28.3 KiB 2632636d10a4...
    #8 Nov 21, 2012 at 23:09 UTC - 1 like

    Tried a reverse concept? Have a hidden actor with the column as a Model type actor attached to it?

    #9 Nov 22, 2012 at 03:32 UTC - 0 likes
    Quote from Sanguinax: Go

    @bulletbutter: Go

    Isn't the same thing to modify an existing unit than duplicated it ? I made 2 versions of my spore crawler : 1 with the defaut model and 1 with xelNagaColumn model. And so the default one works but not the other.

    Is that what you talked about ?

    Well I don't think it has something to do with the model alone but the entire unit...maybe the actors, the events and the model combined. What I was talking about was that I had that exact issue with an entirely different unit (the vulture). I basically attached a model to the vulture and gave the attachment a weapon. I spent the the next 3 days trying to get the attack launch to launch from the attachment instead of the vulture's origin. My first few tries I was editing the vulture directly and no matter what I set the launch site to, the editor seemed to ignore it.

    The only thing that solved my issue was to duplicate the vulture, then add actors to the duplicated vulture. So, in your case...duplicate the spore crawler (select the spore crawler, right click, duplicate, and make sure there is only a check for the spore crawlers actor) and then add all your actors to the duplicated unit.

    #10 Nov 22, 2012 at 10:52 UTC - 0 likes

    Thank you DrSuperEvil and bulletbutter for your support it's finally work.

    I've finally attached a new model and hide the first one like DrSuperEvil suggest, it's a good alternative to do it.

    Quote from DrSuperEvil: Go

    Tried a reverse concept? Have a hidden actor with the column as a Model type actor attached to it?

  • 10 posts

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