i appologize for not being able to explain as well as i would like, but i believe you do it like this:
create new actor with type site operator rotator (or something to that effect) there may be a preset version for you to copy. inside this actor you can change things about the rotation, like speed and direction.
go back to your unit actor and fund the field for site operators (under actor or hosting iirc) and insert your created rotator actor. and it SHOULD work, else you can make a model actor and add the rotator tho that model directly.
edit this will make it constantly rotate, if you want it to rotate on command, add an actor event that detects your desired ability and have the action set rotation, then choose an offset rotation.
ok, i managed to do it, thank you very much. I got one more problem though. The origin, where the ball is rotated around, is not the center of the ball, but its the point where the ball touches the ground. How can i change the center point of rotation ?
ok, i managed to do it, thank you very much. I got one more problem though. The origin, where the ball is rotated around, is not the center of the ball, but its the point where the ball touches the ground. How can i change the center point of rotation ?
Get a ball model asset which is centred properly to allow rotations. That or you will need something that does the centring for you (site op?) that can be rotated instead of the ball.
Ok i managed to do that now by applying 3 ops. I rotate the ball vertically, then explicite rotate it by 90 degrees, so its rotating horizontally (=rolling) and then, because the 90° makes it beeing in the ground for 50%, i offset it to the top so its over the ground again.
The problem now is, the ball doesnt turn anymore, it always faces the same angle, no matter where it gets turned, and this happens because of the explicit rotation siteop and i have no idea why.
Use a SOp (Local Offset) going from the ground to the centre of your ball. Then have the SOp (Rotator) to get it to turn. Finally have a SOp (Local Offset) going in the opposite direction of the first.
This will raise the point of rotation to the centre of your ball before moving the ball model back down to the desired height.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I have a unit, which is a ball. I want it to sometimes roll (=rotate forwards). How to do that ?
i beleive there is a "rotator" site operator that may preform the functon you desire, apply it via the unit actor.
How exactly do i apply it ?
i appologize for not being able to explain as well as i would like, but i believe you do it like this:
create new actor with type site operator rotator (or something to that effect) there may be a preset version for you to copy. inside this actor you can change things about the rotation, like speed and direction.
go back to your unit actor and fund the field for site operators (under actor or hosting iirc) and insert your created rotator actor. and it SHOULD work, else you can make a model actor and add the rotator tho that model directly.
edit this will make it constantly rotate, if you want it to rotate on command, add an actor event that detects your desired ability and have the action set rotation, then choose an offset rotation.
ok, i managed to do it, thank you very much. I got one more problem though. The origin, where the ball is rotated around, is not the center of the ball, but its the point where the ball touches the ground. How can i change the center point of rotation ?
Hmm I'm not sure exactly how to do that, but I'm pretty sure it's done via he rotator actor. Try messing with offsets or other values
Get a ball model asset which is centred properly to allow rotations. That or you will need something that does the centring for you (site op?) that can be rotated instead of the ball.
Ok i managed to do that now by applying 3 ops. I rotate the ball vertically, then explicite rotate it by 90 degrees, so its rotating horizontally (=rolling) and then, because the 90° makes it beeing in the ground for 50%, i offset it to the top so its over the ground again.
The problem now is, the ball doesnt turn anymore, it always faces the same angle, no matter where it gets turned, and this happens because of the explicit rotation siteop and i have no idea why.
Use a SOp (Local Offset) going from the ground to the centre of your ball. Then have the SOp (Rotator) to get it to turn. Finally have a SOp (Local Offset) going in the opposite direction of the first.
This will raise the point of rotation to the centre of your ball before moving the ball model back down to the desired height.
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
Ive already thought about that and tried it, but moving the unit with a local offset sop also moves its rotation point, so it doesnt work.