When I make rotation SOps for my units, I make 2 kinds. Shoulder and Head. If its shoulder, I make one model for each shoulder and attach it as such. If I make it for the head, I make one. However, for my head attachments (and only them), when the base unit turns 180 degrees, the attachment turns 360 degrees. I have fiddled with the 'Hold Rotation' and 'Hold Position' booleans for the Rotate SOp and the Site.
Well, if you rotate the unit by 180 and the head attachment by another 180, it sounds logical to me, that the attachment is rotated 360 total, or did I misunderstand something? Could you attach an example screenshot and/or a map and describe exactly, what is wrong and how you want it to look?
Hold position and hold rotation are designed to freeze the actor in place, regardless of the movement of the host, so that would probably not be useful for you. Did you check the IsLocal flag?
I think he means his attachment turns twice as much ad the unit does, and is dynamic. I advise doing like zeratul and using a SOp (Forward Vector) to lock it facing the right direction before applying the rotations.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
When I make rotation SOps for my units, I make 2 kinds. Shoulder and Head. If its shoulder, I make one model for each shoulder and attach it as such. If I make it for the head, I make one. However, for my head attachments (and only them), when the base unit turns 180 degrees, the attachment turns 360 degrees. I have fiddled with the 'Hold Rotation' and 'Hold Position' booleans for the Rotate SOp and the Site.
Well, if you rotate the unit by 180 and the head attachment by another 180, it sounds logical to me, that the attachment is rotated 360 total, or did I misunderstand something? Could you attach an example screenshot and/or a map and describe exactly, what is wrong and how you want it to look?
Hold position and hold rotation are designed to freeze the actor in place, regardless of the movement of the host, so that would probably not be useful for you. Did you check the IsLocal flag?
I think he means his attachment turns twice as much ad the unit does, and is dynamic. I advise doing like zeratul and using a SOp (Forward Vector) to lock it facing the right direction before applying the rotations.
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
I tried that, but it just did the same thing as "Hold Rotation", which makes it face the same direction no mater which direction the base unit faces.
That is because you are using the Actor - Forward field, that is not local coordinates. Do like the ForwardZeratul (Unnamed) actor.
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
Ah... Well, I found the problem, it was actually that I didn't put any values for the rotation SOp. Sorry.
So solved?
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
yea, you can put "Solved" in the title if you would be so kind :)
You could do it yourself as you made the thread.
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