If someone has a proper explanation on what the different types actually do, please post it. More specifically: What's the difference between "Orbit" and "Revolver" types, and how do you set the orbital radius/wave amplitude of the overlay?
On a related note, does anyone know how to make an alpha version phoenix overload missile/Taric stun (league of legends)/dancing-blue-sparkly-thing projectile without custom models? (and simple enough to be used en masse as a projectile)
There are a couple of projectiles that look almost exactly like that already in the editor. The one i used for my wind stream ability in T-Mach is close although you probably cant tell from my teaser video. Playing around with tint and HDR would make it identical. I cant remember the model name and I think I might have used a custom mover to get the visual look. I'm not near my computer. Shoot me a PM if you would like and I'll send you the info when I get a chance and help you make it.
Good candidates so far are DetonateMissile and SoulCollectMissile, the former has fairly few particles compared to its main body and the latter produces a dense cloud trail.
The main problem at the moment is the motion overlay though. It just seems to bug out completely when wavelengths and radii go below 0.2 or so, which is still too big to look like a dancing particle emitter. (for the record, a missile with 10 speed, wavelength and radius of 0.1 overshoots its target by more than 2 range units, that can't be intended behavior)
So, giving up on that, stacking a "local offset" SiteOp actor on a "rotator" one should work, I'll see if that produces stable animations. 720 (°/second I suppose?) rotation rate looks choppy when applied to a mothership though.
SiteOp actors seem to have solved the motion issue, so now I only need the model. Something that emits a lot of particles, but trails them behind the host. So far DetonateMissile, SoulCollect/SuckBlackMissile and CorruptedMissile have failed me. All the Lost Viking projectiles have a rigid trailing "tail", so those are out too.
Here's a demo map of what I tried with the HybridWarpIn model. It definitely looks cool, but it's not what I'm looking for. Mainly the lasting smoke trail gets in the way, so I tried removing it, but TextureSelectById doesn't want to work. (the texture in question doesn't have a prefix, so I don't know how to reflect that in the declaration/texture name)
For some reason the rotation actor doesn't work with missiles. I tried to solve this, but so far no luck. Somehow the missile mover overwrites the rotation even for attached models, but visibly doesn't negate the local offset. (The same actor combination produces a nice orbiting motion when applied to units, so it works in principle)
In both maps all edited files have a suffix of "#+#", you can type that in the search bar to find them. Edited data types so far include Actors, Models and Textures.
Just use the whole name for both the prefix and triggered on string. Some textures are very fussy and need to have the slot specified fully. Today found the soulstealerbeam3 model does as you want (particle wise).
The explicit rotation used to work. You tried using SOp (Forward Vector) SOps to force the direction it faces?
Texture select still doesn't work, I don't know what you mean with "specify the slot fully", I thought the slots were tokens used internally by the editor. I don't see a reference to a "main" slot in the model viewer even on models where using said slot works.
SoulHunterBeam3 would require a lot of tweaking to work, making the bolt invisible, upping the particle emission, and that's still only to get the emitter, not the swirling motion. SoulHunterUpgrade2 doesn't trail its particles, in case you meant that instead.
Forward Vector SiteOps don't help. Note I use a "rotator" actor type (or whatever they called it in english...), not the static rotation type like SiteOp90/270.
Particle emissions are linked to time scale. by fully as in saying main.emission instead of just main. I have found with some textures you need to do that else they done show eg xelnagarelic4.
So you want a particle emitter that does not gravitate but also swirls? Well I do not know of any models for that off the top of my head.
So why you not even trying the forward vector SOp? it is a good way to force the model to face in the +z axis.
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In the end I want a point-source particle emitter that orbits a central point, trailing the particles behind it. This is then to be launched as a missile, again trailing the particles along the trajectory, but with a relatively short lifespan (e.g. Hybrid Blink is too long, but there might be actor events to kill off particles)
I have tried Forward Vector SOps. They make the phoenix missile in the second map look normal, but it doesn't orbit. (without the SOp it looks much thinner)
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If someone has a proper explanation on what the different types actually do, please post it. More specifically: What's the difference between "Orbit" and "Revolver" types, and how do you set the orbital radius/wave amplitude of the overlay?
On a related note, does anyone know how to make an alpha version phoenix overload missile/Taric stun (league of legends)/dancing-blue-sparkly-thing projectile without custom models? (and simple enough to be used en masse as a projectile)
Thanks in advance!
Read the blizzard tutorial on movers?
For your second request we will need more details or some pics. Taric as in the ancient from D2? Never played LoL so no clue what you are on about.
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
Thanks for the hint, I'm not used to there being any form of official documentation.
Taric: starting at 0:47
The dragonhawk rider had a similar projectile in warcraft 3 if you're familiar with that.
@Photoloss: Go
There are a couple of projectiles that look almost exactly like that already in the editor. The one i used for my wind stream ability in T-Mach is close although you probably cant tell from my teaser video. Playing around with tint and HDR would make it identical. I cant remember the model name and I think I might have used a custom mover to get the visual look. I'm not near my computer. Shoot me a PM if you would like and I'll send you the info when I get a chance and help you make it.
Try the preserver missile. Else just browse the cutscene editor under the effects/protoss folder.
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
What do you mean, preservers don't have missiles?
Good candidates so far are DetonateMissile and SoulCollectMissile, the former has fairly few particles compared to its main body and the latter produces a dense cloud trail.
The main problem at the moment is the motion overlay though. It just seems to bug out completely when wavelengths and radii go below 0.2 or so, which is still too big to look like a dancing particle emitter. (for the record, a missile with 10 speed, wavelength and radius of 0.1 overshoots its target by more than 2 range units, that can't be intended behavior)
So, giving up on that, stacking a "local offset" SiteOp actor on a "rotator" one should work, I'll see if that produces stable animations. 720 (°/second I suppose?) rotation rate looks choppy when applied to a mothership though.
Well, Ok, I got the name wrong. There are alot of missile models.
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
I know ;) Didn't mean to insult you or anything.
SiteOp actors seem to have solved the motion issue, so now I only need the model. Something that emits a lot of particles, but trails them behind the host. So far DetonateMissile, SoulCollect/SuckBlackMissile and CorruptedMissile have failed me. All the Lost Viking projectiles have a rigid trailing "tail", so those are out too.
Here's a demo map of what I tried with the HybridWarpIn model. It definitely looks cool, but it's not what I'm looking for. Mainly the lasting smoke trail gets in the way, so I tried removing it, but TextureSelectById doesn't want to work. (the texture in question doesn't have a prefix, so I don't know how to reflect that in the declaration/texture name)
For some reason the rotation actor doesn't work with missiles. I tried to solve this, but so far no luck. Somehow the missile mover overwrites the rotation even for attached models, but visibly doesn't negate the local offset. (The same actor combination produces a nice orbiting motion when applied to units, so it works in principle)
In both maps all edited files have a suffix of "#+#", you can type that in the search bar to find them. Edited data types so far include Actors, Models and Textures.
Just use the whole name for both the prefix and triggered on string. Some textures are very fussy and need to have the slot specified fully. Today found the soulstealerbeam3 model does as you want (particle wise).
The explicit rotation used to work. You tried using SOp (Forward Vector) SOps to force the direction it faces?
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
Texture select still doesn't work, I don't know what you mean with "specify the slot fully", I thought the slots were tokens used internally by the editor. I don't see a reference to a "main" slot in the model viewer even on models where using said slot works.
SoulHunterBeam3 would require a lot of tweaking to work, making the bolt invisible, upping the particle emission, and that's still only to get the emitter, not the swirling motion. SoulHunterUpgrade2 doesn't trail its particles, in case you meant that instead.
Forward Vector SiteOps don't help. Note I use a "rotator" actor type (or whatever they called it in english...), not the static rotation type like SiteOp90/270.
Particle emissions are linked to time scale. by fully as in saying main.emission instead of just main. I have found with some textures you need to do that else they done show eg xelnagarelic4.
So you want a particle emitter that does not gravitate but also swirls? Well I do not know of any models for that off the top of my head.
So why you not even trying the forward vector SOp? it is a good way to force the model to face in the +z axis.
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
In the end I want a point-source particle emitter that orbits a central point, trailing the particles behind it. This is then to be launched as a missile, again trailing the particles along the trajectory, but with a relatively short lifespan (e.g. Hybrid Blink is too long, but there might be actor events to kill off particles)
I have tried Forward Vector SOps. They make the phoenix missile in the second map look normal, but it doesn't orbit. (without the SOp it looks much thinner)