I'm going to try and record a video of what I've got on my map so far, but before I do I wanted to fix a few bugs so it's more presentable. So I'm going to bulk these into one post :)
1. I have a weapon projectile that uses the mothership model (only scaled down), but I can't figure out how to rotate it (90 degrees on the nose, so that it looks like a blade instead of throwing a paper airplane xD)
(SOLVED)2. I have a duplicate unit, based off of the Archon; the problem with it is, its scale isn't working in game... In the editor, it shows up as smaller, but in-game it's the standard size (scale was set on the model's end).
(SOLVED)3. I have a self regen ability that uses "250mm Strike Cannons Impact" for the animation model, and I want it to loop as long as it's active. It's basically the same as another behavior skill I have which uses "Purifier Shield", but the shield stays until the behavior is gone, while the other only plays once (even the actor events are the same).
(SOLVED)4.That same skill, for some reason it plays the animation on the caster's head xD So I need to lower the Z offset, but all of the height/position events give me attachment errors.
(SOLVED)5. Can someone point me in the right direction to adding sounds to my abilities? I figure it'd be in the actor, but I get lost from there.
(SOLVED)6. Is there a way to start an animation (eg. birth or stand) in the middle instead of the beginning? I'm using "Squib Transfusion" for an earth attack ability, and was hoping to bypass the "charge" looking effect at the beginning. (either that, or I need to delay the ability's effect to match)
2. You checked the flags for inherited properties?
3. Try setting the play animation events to play forever or loop
4. Probably you changed the model so it is referencing an attachment the model lacks so you will need to change it to one the model does have
5. There are two methods. One you can set sounds played when an animation is played on the actual model under model events the second is to create a sound emitter using events under the actor.
6. Not sure not palyed with those events alot.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Thanks for the reply... and sorry for the late response.
For the explicit rotation, what variables do I need to change? The forward and up vectors don't seem to change anything; I did make sure to link it to my missle, and also put it in the model actor's host site operations section... but it doesn't seem to change anything.
For the scale issue, the flag checked or unchecked didn't seem to make a difference; but I was able to fix the problem by changing the scale on the actor instead.
For the animation, I already have play forever checked. It works with the shield, but not the explosion. I even tried duration, but it doesn't change anything.
You were pretty close about the attachment... I found an "attach overhead" actor in the site operations for some reason. Removed it, and it's positioned fine now :)
I'll need to try that with sounds... But I take it sound playing is actor > event driven?
Foward and up work at 90 degrees to each other so just use one of them. To turn you model you want 1,0,0. Also make sure the Actor - Is Local is enabled. use SOp 180 as an example
Try looking at other forum threads since I am no specilist in animations.
With sounds in the events you can have it that you create a sound actor like HallucinationBirthSoundLarge (Unnamd) which plays the sound or you can do like New Folsom Flame Geyser and get the model to play it as an Event - Payload when it plays an animation.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I think there must be something wrong with my missile actor, or maybe the mover is conflicting with it? Because I tried my new SOp actor on the caster, and it worked just fine, but not even default SOp actors (like the SOp 180) will work on the missile :/
I'll do more studying on animations and sounds... so I might as well set those to solved for now.
Hmm that's true. I haven't been able to figure why the missile isn't working, so I just changed it entirely. However, if I ever have a rotation issue like this again, I'll try that. For now at least I know how to do rotation that works most of the time lol. So thanks again for all the help :)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I'm going to try and record a video of what I've got on my map so far, but before I do I wanted to fix a few bugs so it's more presentable. So I'm going to bulk these into one post :)
1. I have a weapon projectile that uses the mothership model (only scaled down), but I can't figure out how to rotate it (90 degrees on the nose, so that it looks like a blade instead of throwing a paper airplane xD)
(SOLVED)2. I have a duplicate unit, based off of the Archon; the problem with it is, its scale isn't working in game... In the editor, it shows up as smaller, but in-game it's the standard size (scale was set on the model's end).
(SOLVED)3. I have a self regen ability that uses "250mm Strike Cannons Impact" for the animation model, and I want it to loop as long as it's active. It's basically the same as another behavior skill I have which uses "Purifier Shield", but the shield stays until the behavior is gone, while the other only plays once (even the actor events are the same).
(SOLVED)4.That same skill, for some reason it plays the animation on the caster's head xD So I need to lower the Z offset, but all of the height/position events give me attachment errors.
(SOLVED)5. Can someone point me in the right direction to adding sounds to my abilities? I figure it'd be in the actor, but I get lost from there.
(SOLVED)6. Is there a way to start an animation (eg. birth or stand) in the middle instead of the beginning? I'm using "Squib Transfusion" for an earth attack ability, and was hoping to bypass the "charge" looking effect at the beginning. (either that, or I need to delay the ability's effect to match)
I appreciate the help you guys :D
1. SOp (Explicit Rotation)
2. You checked the flags for inherited properties?
3. Try setting the play animation events to play forever or loop
4. Probably you changed the model so it is referencing an attachment the model lacks so you will need to change it to one the model does have
5. There are two methods. One you can set sounds played when an animation is played on the actual model under model events the second is to create a sound emitter using events under the actor.
6. Not sure not palyed with those events alot.
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
@DrSuperEvil: Go
Thanks for the reply... and sorry for the late response.
For the explicit rotation, what variables do I need to change? The forward and up vectors don't seem to change anything; I did make sure to link it to my missle, and also put it in the model actor's host site operations section... but it doesn't seem to change anything.
For the scale issue, the flag checked or unchecked didn't seem to make a difference; but I was able to fix the problem by changing the scale on the actor instead.
For the animation, I already have play forever checked. It works with the shield, but not the explosion. I even tried duration, but it doesn't change anything.
You were pretty close about the attachment... I found an "attach overhead" actor in the site operations for some reason. Removed it, and it's positioned fine now :)
I'll need to try that with sounds... But I take it sound playing is actor > event driven?
Foward and up work at 90 degrees to each other so just use one of them. To turn you model you want 1,0,0. Also make sure the Actor - Is Local is enabled. use SOp 180 as an example
Try looking at other forum threads since I am no specilist in animations.
With sounds in the events you can have it that you create a sound actor like HallucinationBirthSoundLarge (Unnamd) which plays the sound or you can do like New Folsom Flame Geyser and get the model to play it as an Event - Payload when it plays an animation.
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
@DrSuperEvil: Go
I think there must be something wrong with my missile actor, or maybe the mover is conflicting with it? Because I tried my new SOp actor on the caster, and it worked just fine, but not even default SOp actors (like the SOp 180) will work on the missile :/
I'll do more studying on animations and sounds... so I might as well set those to solved for now.
You are applying it to your missile model right?
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
@DrSuperEvil: Go
Yup. Or rather, its missile actor, since the model doesn't have a hosting section.
In the worst case you couls always make the missile actor 0 opacity and have your model as a model actor attachment on it.
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
@DrSuperEvil: Go
Hmm that's true. I haven't been able to figure why the missile isn't working, so I just changed it entirely. However, if I ever have a rotation issue like this again, I'll try that. For now at least I know how to do rotation that works most of the time lol. So thanks again for all the help :)