Buildings have a animation that plays during construction that makes them pop out of the ground, how can I recreate this effect with doodad buildings that lack the animation.
I am using the mineral cart doodad as a unit, but the mineral cart model is turned 90 degrees of what I want it to be, so the mineral cart never faces forwards, how can I fix this?
Thanks! I still haven't had the time to figure out all of actor attachment junk.
There are several tricks. Firstly the Model type of actor helps alot in that it can be hosted on your main unit/doodad via the Hosting - Host - Subject field. The exact attachment point it is hosted on is determined by SOp (Attachment) type actors in the Hosting - Host Site Operations - Operations field.
You can attach models onto other models in chains. By doing this you can use the Set Opacity event action to hide the linking models and therefore use animations on those hidden models as a framework for your attached models which move with the attachment points of the hidden model.
The Set Scale event action allows you to change the scale of models which can be used as sticks to push other actors in a line.
The SOp (Forward Vector) and SOp (Up Vector) SOps can be combined to enable real time tracking of attachment points of models allowing for the most precise control of the movements. For an example check the community project forum thread in the data forum.
With your mineral cart unit, there is the Stats - Facing field under the Units data type which determines the direction it faces if the Turnable flag is disabled (random direction on placement if enabled). You can change the rotation of one actor relative to another by the SOp (Explicit Rotation) and SOp (Variable Rotation) SOps
Few Questions :/
Thanks! I still haven't had the time to figure out all of actor attachment junk.
There are several tricks. Firstly the Model type of actor helps alot in that it can be hosted on your main unit/doodad via the Hosting - Host - Subject field. The exact attachment point it is hosted on is determined by SOp (Attachment) type actors in the Hosting - Host Site Operations - Operations field.
You can attach models onto other models in chains. By doing this you can use the Set Opacity event action to hide the linking models and therefore use animations on those hidden models as a framework for your attached models which move with the attachment points of the hidden model.
The Set Scale event action allows you to change the scale of models which can be used as sticks to push other actors in a line.
The SOp (Forward Vector) and SOp (Up Vector) SOps can be combined to enable real time tracking of attachment points of models allowing for the most precise control of the movements. For an example check the community project forum thread in the data forum.
With your mineral cart unit, there is the Stats - Facing field under the Units data type which determines the direction it faces if the Turnable flag is disabled (random direction on placement if enabled). You can change the rotation of one actor relative to another by the SOp (Explicit Rotation) and SOp (Variable Rotation) SOps
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 Mr. Dr. Super Evil.
P.S. Why do you have a default avatar????
Got more important things to do than change it.
Edit: So did that answer your questions?
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