What is the simplest way to do it? Im using the units Dominion Train (Engine) and Dominion Train (Caboose) but only changed the models files to the MonoCar models. The wagons should connect to one another, so that they dont change their facing all the time, they need to be also separate units not just actors, that turn on curved railways properly. Can I join units with site operations, not just models? Idr which site operation to use
Also how should it move only on a track? They need to be ground units and set pathing around them to not move out of it or flying? Also they need to be elevated in the air a bit.
MonoCars have no attachments.. I will use the Dominion models who do and make them 0 opacity and attach the MonoCar models on them meh.
I will be making some notes for how to do this thing, using the Dominion model just for attachment points, i will make it invisible while using the created model on top of it (I'm recalling the site ops and the editor)
- main unit's Model > Animation tab set the Basic: basic Anim speed to 0.001 to hide all particle emitters (smoke and such)
- create an Actor type: Model, create a Model type: CModel, this will be used for the MonoCar model to be seen instead of the Dominion engine.
- in main unit actor: with action Timer set, then Timer Expired - Create the Actor type Model with model file .m3 of MonoCar.
Now MonoCar it's on top of the Dominion train but rotated.. In Hosting tab of the new 'Model' kind of actor, add SOp90, that should make the MonoCar face the same way as the dominion wagon.
- Hide the Dominion model - actor event to set Opacity to 0.0, then go to the custom Model-type actor with MonoCar > Properties tab and in 'Inherited Properties' untick Opacity to make the extra model visible while the Dominion actor is not. Then add some Local Offset type SOp to position it well, then scale it to match the Dominion model. Disable Fidgeting through triggers (Set Unit State - Fidget Off) or data (Fidget: Change array to 0) to stop units from facing other angles.
So far so good - Question:
How do I connect the units to each other to be like on Tarsonis mission nvm if with triggers or data, bending the string of wagons when it turns directions? Otherwise it will look like a plank that stays straight when it turns left and doesnt bend like a snake oO
The Map from WoL uses Point with Polar offset I used every 0.5 s periodic event, having set each wagon to be traincar[array] and [0] is the first one.
General - Pick each integer from 0 to 7, and do (Actions)
Actions
Variable - Set TrainPoint[(Picked integer)] = (Position of TrainCar[(Picked integer)])
Unit - Order TrainCar[(Picked integer)] to ( Move targeting ((Position of TrainCar[(Picked integer)]) offset by 1.0 towards (Angle from TrainPoint[(Picked integer)] to (Position of TrainCar[0])) degrees)) (After Existing Orders)
Then event for first wagon 'stops being idle' turn this trigg on, another trigg with 1st wagon 'becomes idle' and use these:
Trigger - Turn Movement order Off
Trigger - Stop all instances of Movement order
Too many moves are generated and you have to skip the instances or it wont stop moving until the wagons move on one another lol. Since I needed it just for temp thing, it works but this isnt the best way. The track is almost straight if your train makes curves you may have to adjust things. Thanks to me, I was actually asking a question..
What is the simplest way to do it? Im using the units Dominion Train (Engine) and Dominion Train (Caboose) but only changed the models files to the MonoCar models. The wagons should connect to one another, so that they dont change their facing all the time, they need to be also separate units not just actors, that turn on curved railways properly. Can I join units with site operations, not just models? Idr which site operation to use
Also how should it move only on a track? They need to be ground units and set pathing around them to not move out of it or flying? Also they need to be elevated in the air a bit.
MonoCars have no attachments.. I will use the Dominion models who do and make them 0 opacity and attach the MonoCar models on them meh.
I will be making some notes for how to do this thing, using the Dominion model just for attachment points, i will make it invisible while using the created model on top of it (I'm recalling the site ops and the editor)
- main unit's Model > Animation tab set the Basic: basic Anim speed to 0.001 to hide all particle emitters (smoke and such)
- create an Actor type: Model, create a Model type: CModel, this will be used for the MonoCar model to be seen instead of the Dominion engine.
- in main unit actor: with action Timer set, then Timer Expired - Create the Actor type Model with model file .m3 of MonoCar.
Now MonoCar it's on top of the Dominion train but rotated.. In Hosting tab of the new 'Model' kind of actor, add SOp90, that should make the MonoCar face the same way as the dominion wagon.
- Hide the Dominion model - actor event to set Opacity to 0.0, then go to the custom Model-type actor with MonoCar > Properties tab and in 'Inherited Properties' untick Opacity to make the extra model visible while the Dominion actor is not. Then add some Local Offset type SOp to position it well, then scale it to match the Dominion model. Disable Fidgeting through triggers (Set Unit State - Fidget Off) or data (Fidget: Change array to 0) to stop units from facing other angles.
So far so good - Question:
How do I connect the units to each other to be like on Tarsonis mission nvm if with triggers or data, bending the string of wagons when it turns directions? Otherwise it will look like a plank that stays straight when it turns left and doesnt bend like a snake oO
The Map from WoL uses Point with Polar offset I used every 0.5 s periodic event, having set each wagon to be traincar[array] and [0] is the first one.
General - Pick each integer from 0 to 7, and do (Actions)
Actions
Variable - Set TrainPoint[(Picked integer)] = (Position of TrainCar[(Picked integer)])
Unit - Order TrainCar[(Picked integer)] to ( Move targeting ((Position of TrainCar[(Picked integer)]) offset by 1.0 towards (Angle from TrainPoint[(Picked integer)] to (Position of TrainCar[0])) degrees)) (After Existing Orders)
Then event for first wagon 'stops being idle' turn this trigg on, another trigg with 1st wagon 'becomes idle' and use these:
Trigger - Turn Movement order Off
Trigger - Stop all instances of Movement order
Too many moves are generated and you have to skip the instances or it wont stop moving until the wagons move on one another lol. Since I needed it just for temp thing, it works but this isnt the best way. The track is almost straight if your train makes curves you may have to adjust things. Thanks to me, I was actually asking a question..