Let me explain what I want first.
So there is a model called FeedbackImpact that is used for the feedback skill on the high templar. It's basically a blue pillar of energy.
What I want is rather then having it come down in a pillar, I want it to go horizontally(Like the hellion attack does for instance).
My first step I created a Explicit Rotation Site Op, adjusted the up Z, and attached it to the actor. So far so good. I had it going horizontally.
The problem was that I couldn't change what direction it faced(I was using triggers to send Actor Messages to change facing). I tried messing around with rotation as well, I couldn't find a way to get it to point in the direction I wanted.
So my second step, I figured I could use a unit's facing to turn the direction of the model. I made a dummy unit(based off a marine), attached my feedback model to the marines origin hardpoint. However that didn't work. It just sat facing the same direction regardless of how I turned or moved the marine.
I assumed it might have something to do with using the origin hardpoint, however most of the other hardpoints for the marine are effected by animations moving around too much, so I changed dummy units to a void ray. I used it's weapon01 hardpoint(the very tip of the voidray). Perfectly static point, never moves, always faces forward, and is part of the unit, perfect.
But still no luck, it wont fire straight. I'm pretty certain I am missing something simple. I have been over the beginners and advanced tutorial on site operations several times. I have even gotten it to work flawlessly in the cutscene editor by attaching the two models and rotating the feedback one. I guess I'm just not seeing what it is I need to adjust.
If anyone could help me it would be very much appreciated.
Explicit rotations set the rotation based on the world, not the targetted attachment point. There is a "Is Local" field, set that to true, I believe that should fix the problem and make the actor take in consideration the facing of the attachment point it is created on.
@Spoolofwhool: Go
I want the FeedbackImpact effect to appear to move horizontally rather then come down vertically and to be able to turn it in different directions.
Currently it's being created via Event:Events+ with UnitBirth.Void Ray - Create
The Actor type is Model based on ModelAnimationStyleOneShot.
@TheAlmaity: Go
Yah, I have used the "Is Local". It definitely does effect the rotation of it, but it just appears randomly. Like if I place 3 dummy units facing the same direction all 3 of the Feedback's will go in different directions regardless of the direction the host unit is facing.
Update:
There is another mapster thread here... that is basically exactly what I want, but instead of Vortex I wanted the FeedbackImpact model. I even went as far as to follow the instructions in that thread and couldn't get it to work for me.
Alright, so figured one thing out. According to ProzaicMuze...
"you must have a value for BOTH vectors even if using the default forward/facing (0.0, -1.0, 0.0) or up/axis (0.0, 0.0, -1.0). If either field is left with (0.0, 0.0, 0.0) the attachment will spin sporadically as the attachment Host moves."
I wasn't using any value's for the up/axis field. So that is probably why it was randomly picking directions.
Let me explain what I want first. So there is a model called FeedbackImpact that is used for the feedback skill on the high templar. It's basically a blue pillar of energy. What I want is rather then having it come down in a pillar, I want it to go horizontally(Like the hellion attack does for instance).
My first step I created a Explicit Rotation Site Op, adjusted the up Z, and attached it to the actor. So far so good. I had it going horizontally. The problem was that I couldn't change what direction it faced(I was using triggers to send Actor Messages to change facing). I tried messing around with rotation as well, I couldn't find a way to get it to point in the direction I wanted.
So my second step, I figured I could use a unit's facing to turn the direction of the model. I made a dummy unit(based off a marine), attached my feedback model to the marines origin hardpoint. However that didn't work. It just sat facing the same direction regardless of how I turned or moved the marine. I assumed it might have something to do with using the origin hardpoint, however most of the other hardpoints for the marine are effected by animations moving around too much, so I changed dummy units to a void ray. I used it's weapon01 hardpoint(the very tip of the voidray). Perfectly static point, never moves, always faces forward, and is part of the unit, perfect.
But still no luck, it wont fire straight. I'm pretty certain I am missing something simple. I have been over the beginners and advanced tutorial on site operations several times. I have even gotten it to work flawlessly in the cutscene editor by attaching the two models and rotating the feedback one. I guess I'm just not seeing what it is I need to adjust.
If anyone could help me it would be very much appreciated.
So, what are trying to do with the feedback model? How is it being created and what type of actor is it?
Explicit rotations set the rotation based on the world, not the targetted attachment point. There is a "Is Local" field, set that to true, I believe that should fix the problem and make the actor take in consideration the facing of the attachment point it is created on.
@Spoolofwhool: Go I want the FeedbackImpact effect to appear to move horizontally rather then come down vertically and to be able to turn it in different directions. Currently it's being created via Event:Events+ with UnitBirth.Void Ray - Create The Actor type is Model based on ModelAnimationStyleOneShot.
@TheAlmaity: Go Yah, I have used the "Is Local". It definitely does effect the rotation of it, but it just appears randomly. Like if I place 3 dummy units facing the same direction all 3 of the Feedback's will go in different directions regardless of the direction the host unit is facing.
Update: There is another mapster thread here... that is basically exactly what I want, but instead of Vortex I wanted the FeedbackImpact model. I even went as far as to follow the instructions in that thread and couldn't get it to work for me.
So right now, do the rotated feedback models just seem to point in a random direction, independent of the facing of the dummy unit?
When "Is Local" is enabled for the Site Operation, then yes, they point in random directions completely independantly from the dummy.
What is the model hosted in the Host + field?
Hosting: Host + _Selectable:Implicit:Implicit:(None):Disabled
_Selectable under Subject - Alias is the only thing I changed for the Host+.
Have you tried changing it back to custom and seeing if it works?
Alright, so without _Selectable they consistently appear along the X axis of the map regardless of the orientation/facing of the dummy unit.
So it does take away the random-ness of them, but I still can't turn them.
Edit: They appear the same way with or without "Is Local" when _Selectable is turned off.
Alright, so figured one thing out. According to ProzaicMuze...
"you must have a value for BOTH vectors even if using the default forward/facing (0.0, -1.0, 0.0) or up/axis (0.0, 0.0, -1.0). If either field is left with (0.0, 0.0, 0.0) the attachment will spin sporadically as the attachment Host moves."
I wasn't using any value's for the up/axis field. So that is probably why it was randomly picking directions.
Actually that is caused by the up/down inverting so the model spins to meet the new direction.
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
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