I am trying to make an actor attach to a unit's chest area. At the moment, it is attached too low and it is going through the ground.
Extra info:
This actor works when a behavior is applied to a unit, so it is created and destroyed when the behavior comes and goes. I have very little experience with actors, I know how to do the Behavior.Ability.On -> create, Behavior.Ability.Off -> destroy, however, I simply want to move the 'Art' model higher up on the unit and I have no idea what I need to change in the actor fields to make that happen. Thanks in advance.
in the Actor for your effect that shows up, look for Hosting - Hosting Site Operations +. Change that field to something like SOpAttachOverhead or in your case, SOpAttachCenter.
There is no 'chest' attachment point, but Center is a good place to start.
while in the editor you can also press Ctrl + Shift + V to open up the Previewer, you find the unit you are attaching this actor too, so for example, Marine. In the previewer window, click on Render -> Show Geometry -> Attachment Points and you will now be able to see what points stuff can be attached to for that unit, and where exactly they are.
If the attachment points on your unit aren't in the "proper enough" space for you, just post a reply for help. It's an easy enough fix if you need it.
I cannot find the field Hosting - 'Hosting Site Operations +'. I have a 'Host Site Operations - Operations', is that the same thing?
I have been using
Actor type: Model
Based on: BuffContinuous
I went into Host Site Operations - Operations and set that to SOpAttachCenter but the actor does not show at all (I am using the CruelTaskmasterEffect model for my actor)
Edit: After having looked over the data field again and comparing to other actors, your advice has worked. Thanks.
I like how in the previewer I can keep adding layers and attach them at any of the available points.
Going a little further, I would like to create an effect way above a unit. There are no attachment points up there, is there an easy way to tell it what height to put the animation?
You can usually attach it to the Overhead attachment point. That starts higher than the unit in most cases. If that's not high enough, you would create a new Actor, type Site Operations (Local Offset).
Call it something like SOpAttachSkyHigh or something lol.
You want to modify the Actor - Local Offset field to something like 0, 0, 5. The 5 is in the Z box which is height. +z above, -z below the unit.
Same deal as before, you would go to the actor you are attaching, and you would have both SOpAttachOverhead(or whichever one you want) and SOpAttachSkyHigh in the Hosting - Hosting Site Operations + field.
Simply modify the Z Box(5) to whichever number/height you desire.
This time you create a new actor, type Site Operations (Explicit Rotation).
It's Actor - Up and Actor - Forward fields each have X Y Z coordinates(Yaw, Pitch, Roll). Best bet is to experiment with small numbers.
For example, Actor - Up: 0,1,0 Actor - Forward: 0,1,0
You can also go into negatives, like 0,-1,0. Best bet is to start out with the above example and then tweak 'Actor - Up' or 'Actor - Forward' slightly, then test it out. It's how I do it... can be long and tedious but it's worth it. I often wonder why there is a Forward and an Up field... I mean... if I spin the unit, why do I need 6 axis ? *shrug*
EDIT: Oh right, cannot forget! Actor - Is Local must be changed from Disabled to Enabled otherwise the model will now rotate independently of the unit it's attached to and it looks bad.
I am trying to make an actor attach to a unit's chest area. At the moment, it is attached too low and it is going through the ground.
Extra info:
This actor works when a behavior is applied to a unit, so it is created and destroyed when the behavior comes and goes. I have very little experience with actors, I know how to do the Behavior.Ability.On -> create, Behavior.Ability.Off -> destroy, however, I simply want to move the 'Art' model higher up on the unit and I have no idea what I need to change in the actor fields to make that happen. Thanks in advance.
@Zsteven44: Go
in the Actor for your effect that shows up, look for Hosting - Hosting Site Operations +. Change that field to something like SOpAttachOverhead or in your case, SOpAttachCenter.
There is no 'chest' attachment point, but Center is a good place to start.
while in the editor you can also press Ctrl + Shift + V to open up the Previewer, you find the unit you are attaching this actor too, so for example, Marine.
In the previewer window, click on Render -> Show Geometry -> Attachment Points and you will now be able to see what points stuff can be attached to for that unit, and where exactly they are.
If the attachment points on your unit aren't in the "proper enough" space for you, just post a reply for help. It's an easy enough fix if you need it.
I cannot find the field Hosting - 'Hosting Site Operations +'. I have a 'Host Site Operations - Operations', is that the same thing? I have been using Actor type: Model Based on: BuffContinuous
I went into Host Site Operations - Operations and set that to SOpAttachCenter but the actor does not show at all (I am using the CruelTaskmasterEffect model for my actor)
Edit: After having looked over the data field again and comparing to other actors, your advice has worked. Thanks.
I like how in the previewer I can keep adding layers and attach them at any of the available points.
Going a little further, I would like to create an effect way above a unit. There are no attachment points up there, is there an easy way to tell it what height to put the animation?
@Zsteven44: Go
You can usually attach it to the Overhead attachment point. That starts higher than the unit in most cases. If that's not high enough, you would create a new Actor, type Site Operations (Local Offset).
Call it something like SOpAttachSkyHigh or something lol.
You want to modify the Actor - Local Offset field to something like 0, 0, 5. The 5 is in the Z box which is height. +z above, -z below the unit.
Same deal as before, you would go to the actor you are attaching, and you would have both SOpAttachOverhead(or whichever one you want) and SOpAttachSkyHigh in the Hosting - Hosting Site Operations + field.
Simply modify the Z Box(5) to whichever number/height you desire.
thanks, but again I have another request :) Now that my model is high up in the sky, how can I rotate it so it is facing downwards?
Extra info: I have the DarkWarpRayBeam model and I would like to make it go down instead of beaming sideways. This beam is coming from above the unit.
@Zsteven44: Go
This time you create a new actor, type Site Operations (Explicit Rotation).
It's Actor - Up and Actor - Forward fields each have X Y Z coordinates(Yaw, Pitch, Roll). Best bet is to experiment with small numbers.
For example, Actor - Up: 0,1,0
Actor - Forward: 0,1,0
You can also go into negatives, like 0,-1,0. Best bet is to start out with the above example and then tweak 'Actor - Up' or 'Actor - Forward' slightly, then test it out. It's how I do it... can be long and tedious but it's worth it. I often wonder why there is a Forward and an Up field... I mean... if I spin the unit, why do I need 6 axis ? *shrug*
EDIT: Oh right, cannot forget! Actor - Is Local must be changed from Disabled to Enabled otherwise the model will now rotate independently of the unit it's attached to and it looks bad.
Thanks again, its coming out great.