So we can remove weapons from the hands of units but can we put them in their hands using item pickup in game? So if I am using a sniper rifle it looks like a sniper rifle and if I am using a machine gun it looks like a machine gun, no matter what unit I am playing as.
Would this require a massive amount of triggers? Would it be viable in a 6v6 map or would it create too much lag?
Unfortunately, triggers won't let you change a part of the model. The Ghost model will always be holding a rifle as long as he is tall, even if you wanted him to use the reaper's pistols granted by items. Without 3ds Max, the best you can do would be to find a model with an attack animation and use a ModelAddition actor either attached to the hands or existing weapon of the unit.
That'll all change when Blizzard gives us proper model/animation support, or when someone figures out a .m3 export tool for Blender.
Steps in order:
1. Generate weaponless unit model w/ attachments
2. Generate weapon-only models w/ attachments
3. Use host/site operations to attach weapon to unit
4. Swap the weapons when needed
5. ???
6. Profit.
5's a hard one alright, but for now that step isn't as problematic as #2.5 - importing the custom models. Seems only 3ds Max users can do it, and despite how much I love Autodesk and their design software, I'm sure that I'm not alone in not wanting to buy (in my case, another) many-thousand dollar program. Can't wait for Blender .m3 support, the community will simply go wild :\
Because that's just changing what the weapon does, not what the weapon looks like. He wants to change the weapon (effects and appearance), for a deathmatch style map, I assume.
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So we can remove weapons from the hands of units but can we put them in their hands using item pickup in game? So if I am using a sniper rifle it looks like a sniper rifle and if I am using a machine gun it looks like a machine gun, no matter what unit I am playing as.
Would this require a massive amount of triggers? Would it be viable in a 6v6 map or would it create too much lag?
Just a curiosity :) .
Unfortunately, triggers won't let you change a part of the model. The Ghost model will always be holding a rifle as long as he is tall, even if you wanted him to use the reaper's pistols granted by items. Without 3ds Max, the best you can do would be to find a model with an attack animation and use a ModelAddition actor either attached to the hands or existing weapon of the unit.
That'll all change when Blizzard gives us proper model/animation support, or when someone figures out a .m3 export tool for Blender.
@Yaos01: Go
So you would just create like a Ghost(machine gun) Ghost(sniper) and Ghost(rocket Launcher) in 3dmax and do a model swap?
@Redfox777: Go
Steps in order:
1. Generate weaponless unit model w/ attachments
2. Generate weapon-only models w/ attachments
3. Use host/site operations to attach weapon to unit
4. Swap the weapons when needed
5. ???
6. Profit.
@UltiDrgn: Go
Ahh this is why I like you Ulti.
Maybe we should do a map together sometime....lol :P .
Ohh, and what about #5?
Doesn't this basically just require buttons, abilities and effects to pull off?
why not just swap the damage effect (bullet) instead to the one you want?
@edcbabe: Go
Because that's just changing what the weapon does, not what the weapon looks like. He wants to change the weapon (effects and appearance), for a deathmatch style map, I assume.