The 1.5 patch has added 4 new SOps dedicated to creating serpent like composite units (think Zerg Viper). Try and find out how they work and show what you can do with them in style.
Challenges:
Figure out what the SOp (Serpent Head), SOp (Serpent Head 2), SOp (Serpent Segment) and SOp (Serpent Segment 2) Site operations do
Create a Chinese Dragon unit
Make a Snake whether realistic or like a game of the same name
Show what else can be done with serpent like attachments.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Here's a submission. Heavily based on the demo included in the editor, but I played around with the Aggregate field a bit. Tried adding more than one snake section to a unit or a snake segment to a segment but neither worked. Might need some more playing around with.
Field I know about for sure: Swimming Undulation Wavelength: Length of the wavelength, if swimming enabled. Turn Smoothing Radius max: How smoothly the segments cut a turn. Low values creates a direct angle while increasing it makes more of a curve. Type: Swimming makes it continuously wave, Basic just evens it during movement. Uncoiling While Idle Rotation Rate Max/Uncoiling While Idle Rotation Rate Min: Min and max values for how quickly it uncoils when idle I presume. Setting them both to 0 means the tail never uncoils.
Somehow you are meant to be able to make a turtle neck like effect using them where the main unit is not the head. I also have tried combining it with ragdoll models and force actors but did not have any luck.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Stuff controlled by physics (ragdolls for example) can't be controlled by anything else from the game world. For example, physics objects become unaware of their unit's position. And physics joints that ragdolls use to keep their skeletons connected can only link the bones controlled by physics objects. So, even within one model we couldn't attach physics object to model's origin.
But there are two exceptions:
1. Force fields do affect physics objects. So, if we can attach a magnet-alike force field actor to the model actor, and it could then hold a part of physics-based model.
2. There's clothes physics in Art Tools present, and I think it supposed to maintain the connections between normal bones controlled by model animations and the bones controlled by physics. But I had no occasion to experiment with these.
The only problem here is that we can't validate physics based stuff, it's completely actor side stuff. (Though, I don't know anything about some new kinetics features from lotv patch).
Well I wanted to see if there could be an arm like composite that is bent back into an arch due to some wind like concept. Thought this functionality might be a way to do it.
Kinetics is units only. As you said I wanted only actor stuff for looking awesome.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Weekly Data Exercise #24
The 1.5 patch has added 4 new SOps dedicated to creating serpent like composite units (think Zerg Viper). Try and find out how they work and show what you can do with them in style.
Challenges:
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
There is a now a Protoss Snake unit in the Swarm.SC2mod dependency which is an example of how to use the Segments with a composite unit.
That did not exist when this challenge was first posted.
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
Here's a submission. Heavily based on the demo included in the editor, but I played around with the Aggregate field a bit. Tried adding more than one snake section to a unit or a snake segment to a segment but neither worked. Might need some more playing around with.
Field I know about for sure:
Swimming Undulation Wavelength: Length of the wavelength, if swimming enabled.
Turn Smoothing Radius max: How smoothly the segments cut a turn. Low values creates a direct angle while increasing it makes more of a curve.
Type: Swimming makes it continuously wave, Basic just evens it during movement.
Uncoiling While Idle Rotation Rate Max/Uncoiling While Idle Rotation Rate Min: Min and max values for how quickly it uncoils when idle I presume. Setting them both to 0 means the tail never uncoils.
Somehow you are meant to be able to make a turtle neck like effect using them where the main unit is not the head. I also have tried combining it with ragdoll models and force actors but did not have any luck.
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
Stuff controlled by physics (ragdolls for example) can't be controlled by anything else from the game world. For example, physics objects become unaware of their unit's position. And physics joints that ragdolls use to keep their skeletons connected can only link the bones controlled by physics objects. So, even within one model we couldn't attach physics object to model's origin.
But there are two exceptions:
1. Force fields do affect physics objects. So, if we can attach a magnet-alike force field actor to the model actor, and it could then hold a part of physics-based model.
2. There's clothes physics in Art Tools present, and I think it supposed to maintain the connections between normal bones controlled by model animations and the bones controlled by physics. But I had no occasion to experiment with these.
The only problem here is that we can't validate physics based stuff, it's completely actor side stuff. (Though, I don't know anything about some new kinetics features from lotv patch).
Well I wanted to see if there could be an arm like composite that is bent back into an arch due to some wind like concept. Thought this functionality might be a way to do it.
Kinetics is units only. As you said I wanted only actor stuff for looking awesome.
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