Hello mapsters... I need your help. I decided to give the Immortal Unit in my mod and anti air ability. As opposed to having a simple behavior ability that toggles between weapons via a buff... I would like to use a morph ability to swith between models. Immortal ground mode and immortal anti-air mode.
No in anti-air mode I would like the Immortals turret to rotate while the unit is standing and when the unit is selected and given an attack command I would like the turret model to follow the cursor. I think that I have seen a blizzard video in which this was achieved... I was wondering if you guys could direct me to a resource or simply demonstrate what actors I would have to create to achieve this.
go on? I am not sure what you mean.
Basically I was going to create abilities similar to the warpprism
and the model swap actors will be attached to those abilities as opposed to a behavior since the cast duration can be applied to the abilities directly and the weapons are applied directly onto the models.
At first I created an anti air mode that was a simple behavior ability with a behavior that disables the standard phase disrupters and activates the anti-air version of the unit and immobilizes it.
I am about to test out modifying the immortal now. In anti-air mode I want the turret to move and rotate independently from the legs while this unit is idle.
The idea is to alter the functionality of the immortal to create it into a mobile anti-air artillary turret that can be used in addition to phase cannons.
Add the weapons with behaviours so disabling the buff removes the weapon. That results in a more smooth weapon swap visual in the UI so there is no greyed out icon.
Still a Morph ability might be the best option for you. Have on morph start/finish the actor uses the Model Swap event action.
Under the Turrets data type the Basic - Idle field.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Alright thanks for the response dr. super evil....
Currently I created a unit morph ability modifying the units actors with animation brackets while the abilities are activated just like the warp prism does.
However the model transition is kind of messed up.
I created a custom turret called immortal anti air... and set the turret to spin while idle while the anti-air behavior is active. A problem arises when the mode is swapped.... the normal turrets idle is follow movement however when I move the immortal unit the turret faces the direction the turret was facing when the immortal anti-air turret was active.
Is there a way to reset the angle the turret is facing while ransitioning between alternate Turrets that are attached to weapons? I am stump at the moment.
Hello mapsters... I need your help. I decided to give the Immortal Unit in my mod and anti air ability. As opposed to having a simple behavior ability that toggles between weapons via a buff... I would like to use a morph ability to swith between models. Immortal ground mode and immortal anti-air mode.
No in anti-air mode I would like the Immortals turret to rotate while the unit is standing and when the unit is selected and given an attack command I would like the turret model to follow the cursor. I think that I have seen a blizzard video in which this was achieved... I was wondering if you guys could direct me to a resource or simply demonstrate what actors I would have to create to achieve this.
THANK OU in advanced
So why not just use a model swap actor event action?
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
go on? I am not sure what you mean. Basically I was going to create abilities similar to the warpprism and the model swap actors will be attached to those abilities as opposed to a behavior since the cast duration can be applied to the abilities directly and the weapons are applied directly onto the models.
At first I created an anti air mode that was a simple behavior ability with a behavior that disables the standard phase disrupters and activates the anti-air version of the unit and immobilizes it.
I am about to test out modifying the immortal now. In anti-air mode I want the turret to move and rotate independently from the legs while this unit is idle. The idea is to alter the functionality of the immortal to create it into a mobile anti-air artillary turret that can be used in addition to phase cannons.
Add the weapons with behaviours so disabling the buff removes the weapon. That results in a more smooth weapon swap visual in the UI so there is no greyed out icon.
Still a Morph ability might be the best option for you. Have on morph start/finish the actor uses the Model Swap event action.
Under the Turrets data type the Basic - Idle field.
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
Alright thanks for the response dr. super evil....
Currently I created a unit morph ability modifying the units actors with animation brackets while the abilities are activated just like the warp prism does.
However the model transition is kind of messed up.
I created a custom turret called immortal anti air... and set the turret to spin while idle while the anti-air behavior is active. A problem arises when the mode is swapped.... the normal turrets idle is follow movement however when I move the immortal unit the turret faces the direction the turret was facing when the immortal anti-air turret was active.
Is there a way to reset the angle the turret is facing while ransitioning between alternate Turrets that are attached to weapons? I am stump at the moment.