It might be using a query region actor. The actual destruction would have to be done based on the direction the unit is facing vs the attacker. If you want to target them individually you mist do like the voidcraft map.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Wow, I"m making a map doing the exact same thing. Looks like you have the same idea as I do. Here's my method.
In my most recent starcruisers private map, I use invisible units that's attached to the main unit using triggers. The triggers constantly move these invisible units around the main unit every 0.04 seconds. Having faster periodic timer has no effect. Having slower periodic timer will improve lag, 0.1 is a good number to use too.
As for the main unit itself, its a custom model that's invisible too. Instead, the game put up a bunch of model actor attached to the main unit to achieve an appearance of a ship. A variable is assigned to each model actor. Here's the tricky part, whenever an invisible unit surrounds the ship is destroyed, the trigger will destroy the corresponding model actor on the main unit and replace it with a 'destroyed' actor model. So it looks like a part of that ship is destroyed.
It works really well for my map, I'm still impressed with the destruitible modular ship mechanic. :)
[lastly, the reason invisible units are used to surround the ship because due to the nature of sc2 game engine...any units you use via trigger attachment will be 'jumpy'. For any visual attachment to look smooth, it has to be attached via data editor, and that's why model actors are used instead.]
Here's a little video demo of hardpoints being destroyed:
I might have to eat my words. Your explanation just made me think of a way to achieve the same effect in pure data. It might not be needed, since obviously the trigger solution works well, and I doubt, it will have great performance issues, but still, knowing me, I will attempt the data solution anyways at some point :D
(well, if DrSuperEvil says, it might be possible with those Region Querys, there is a good chance he will get it to work, either :D)
Impressive visuals. Are all of those custom models, the explosions etc as well? The final explosion looks like nuke, but I don't recognize the explosion for destroyed parts.
I have no plans to make anything like this, I am just curious how you all think the following would be done best:
A unit with multiple "hard points" or targetable spots. As in a Battlecruiser with targetable propulsion, launch bay, turrets, etc.
As in, you can target different parts of the unit, which can be destroyed individually? To my knowledge, this cannot be done in pure data.
It might be using a query region actor. The actual destruction would have to be done based on the direction the unit is facing vs the attacker. If you want to target them individually you mist do like the voidcraft map.
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
@Swcompty: Go
Wow, I"m making a map doing the exact same thing. Looks like you have the same idea as I do. Here's my method.
In my most recent starcruisers private map, I use invisible units that's attached to the main unit using triggers. The triggers constantly move these invisible units around the main unit every 0.04 seconds. Having faster periodic timer has no effect. Having slower periodic timer will improve lag, 0.1 is a good number to use too.
As for the main unit itself, its a custom model that's invisible too. Instead, the game put up a bunch of model actor attached to the main unit to achieve an appearance of a ship. A variable is assigned to each model actor. Here's the tricky part, whenever an invisible unit surrounds the ship is destroyed, the trigger will destroy the corresponding model actor on the main unit and replace it with a 'destroyed' actor model. So it looks like a part of that ship is destroyed.
It works really well for my map, I'm still impressed with the destruitible modular ship mechanic. :)
[lastly, the reason invisible units are used to surround the ship because due to the nature of sc2 game engine...any units you use via trigger attachment will be 'jumpy'. For any visual attachment to look smooth, it has to be attached via data editor, and that's why model actors are used instead.]
Here's a little video demo of hardpoints being destroyed:
@sandround: Go
Holy crap, man! That looks amazing!
Mad props. What game is this? Is it in release, on NA?
Also, were you at all inspired by Star Wars: Empire at War?
@sandround: Go
I might have to eat my words. Your explanation just made me think of a way to achieve the same effect in pure data. It might not be needed, since obviously the trigger solution works well, and I doubt, it will have great performance issues, but still, knowing me, I will attempt the data solution anyways at some point :D
(well, if DrSuperEvil says, it might be possible with those Region Querys, there is a good chance he will get it to work, either :D)
Impressive visuals. Are all of those custom models, the explosions etc as well? The final explosion looks like nuke, but I don't recognize the explosion for destroyed parts.
@Kueken531: Go
Unlikely I have a backlog of 4 projects and just lack the time to even finish those.
Got the harvest ability simulation to finish
The symbiote demonstration map
The big bad vodoo like rainbow archon ability
And then something else that was important but forget what
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