Speaks for itself..
Scaled up a battlecruiser and wanna make it have an ability (or behavior) wich can turn on and off seach lights but I'm not sure how to achieve this.
I currently used a couple of validators to check game daytime and it automatically turns on and off it's lights but i use a behavior that creates the light in front of the unit and just one. I wanna make at least 3 aiming downwards.
Here's the link to the brood war intro. Check minute 1:32 to see what i want. They don't have to move like in the vid (though it would be cool).
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I don't know how'd you would pull it off, but you could use the Blimp model for the Search Lights visual. I don't know if they show up if tinted to 0% opacity.
Hmm thanks, That was some though I had but didn't found any model with those lights, I'll check the blimp one. I guess I'd have to make it with SOP actors and attach the model and tint it.. Still if anything else comes to mind tell me...
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The floodlights are a good cone light source, just set model opacity to 0.
I would use the SOp (Forward Vector) method to make the lightsource follow a persistent effect like the colossus beam except the persistent uses a search to reveal the terrain like the orbital command.
Rest is just having a Behavior ability that applies a Buff with a periodic effect that does the rest.
When I use the actor spotlight model it doesn't show so i'm not sure it works, I made an ability (effect instant) wich applies a buff behavior with a sight bonus to the unit and another with a remove behavior effect to remove it.
For the actor its a model addition but currently I used the gehenas battlecruiser model (gorgon battlecruiser from HotS) wich comes with the lights i want and depending on the behavior status i change its opacity to 0.5 and to 0. But the ship's model is partially visible 'cause if i set it to 0 opacity the lights disapear, the same with floodlights.
So i made the model small to hide it inside the original battlecruiser model (caster)... its an awful workaround and any ideas would be greatly appreciated
If you have HotS, do not fear! A great new model introduced by Blizzard in the campaign, The Gorgon Battlecruiser.
It's actually something like BoheemaCruiser, in the models section. Anyways, it has spotlights just like in Brood War Intro and looks like a Loki.
I hope this helps.
(Note: The actual actor has this weird circle around it, so just use the model.)
Yeah, that's the one i'm using but i need the battlecruiser model to be another one so i use it only for lights, i have to make it like .2 opacity to hide it but still show the spotlights since they dissapear with the model. Is there a way to separate them?
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I like the lore. Check my latest projects at:
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Yeah, I though they shouldn't but maybe because they're part of the model.. or maybe it happens with "this" model too bad anyway, do you remember wich model you used that still showed the lights?.. Or is there another actor event to hide it without hide the lights? I use actor creation>set opacity>0.2
What about the ability to do the behavior, then use validator - has this behavior, actor create (create the search light models and use site operations to position them accurately), behavior is not there, destroy the actor making the search lights, this is the concept.
That's kinda the system I'm currently using, only I'm stuck with the choice of what model to use for the lights since almost all have some object. And then of course I suck at using SOP actors. I'll try that though.
Rollback Post to RevisionRollBack
I like the lore. Check my latest projects at:
My Profile and My Team
Several patches ago (major game and editor changes since) I wanted to create a system of moving attacked actors in a dynamic way without them relying on the animations of a hidden model underneath (no rotor SOp then either). That pic is of my prototype which used that vespene canister model as a stick that was 0 opacity and changed the scale in the z axis. It had a beam that was attached to the overhead attachment point that other models were attached to creating a simple joint.
What I noticed was it has a circular greenish light source that was still visible even at 0 opacity and the area of the light scaled with the model.
Since then I have discovered the SOp (Forward Vector) method that allows a more efficient motion that is stable on the crossing over of the +/- z plane. Check out my turret simulation map for a method of getting actors to look at specific targets.
As for that concept of animating the inanimate, check out my walker (since that version I am in the process of revising it and making it less buggy).
Speaks for itself.. Scaled up a battlecruiser and wanna make it have an ability (or behavior) wich can turn on and off seach lights but I'm not sure how to achieve this. I currently used a couple of validators to check game daytime and it automatically turns on and off it's lights but i use a behavior that creates the light in front of the unit and just one. I wanna make at least 3 aiming downwards.
Here's the link to the brood war intro. Check minute 1:32 to see what i want. They don't have to move like in the vid (though it would be cool).
Anyone?
I don't know how'd you would pull it off, but you could use the Blimp model for the Search Lights visual. I don't know if they show up if tinted to 0% opacity.
That's my only suggestion. :|
@Alnatair: Go
Hmm thanks, That was some though I had but didn't found any model with those lights, I'll check the blimp one. I guess I'd have to make it with SOP actors and attach the model and tint it.. Still if anything else comes to mind tell me...
The floodlights are a good cone light source, just set model opacity to 0.
I would use the SOp (Forward Vector) method to make the lightsource follow a persistent effect like the colossus beam except the persistent uses a search to reveal the terrain like the orbital command.
Rest is just having a Behavior ability that applies a Buff with a periodic effect that does the rest.
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
The new Light (Spot) actors are also worth checking out for your case, there are a lot of actor events available to modify them.
@Bommes: Go
When I use the actor spotlight model it doesn't show so i'm not sure it works, I made an ability (effect instant) wich applies a buff behavior with a sight bonus to the unit and another with a remove behavior effect to remove it.
For the actor its a model addition but currently I used the gehenas battlecruiser model (gorgon battlecruiser from HotS) wich comes with the lights i want and depending on the behavior status i change its opacity to 0.5 and to 0. But the ship's model is partially visible 'cause if i set it to 0 opacity the lights disapear, the same with floodlights.
So i made the model small to hide it inside the original battlecruiser model (caster)... its an awful workaround and any ideas would be greatly appreciated
Bump
If you have HotS, do not fear! A great new model introduced by Blizzard in the campaign, The Gorgon Battlecruiser.
It's actually something like BoheemaCruiser, in the models section. Anyways, it has spotlights just like in Brood War Intro and looks like a Loki. I hope this helps.
(Note: The actual actor has this weird circle around it, so just use the model.)
@Alnatair: Go
Yeah, that's the one i'm using but i need the battlecruiser model to be another one so i use it only for lights, i have to make it like .2 opacity to hide it but still show the spotlights since they dissapear with the model. Is there a way to separate them?
Really? I used to have lights show even when the model was 0 opacity.
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
@urzaiz87: Go
I don't know, maybe you could request Ghostnova91 to separate the lights from that ship as a model over in the Artist Tavern?
@DrSuperEvil: Go
Yeah, I though they shouldn't but maybe because they're part of the model.. or maybe it happens with "this" model too bad anyway, do you remember wich model you used that still showed the lights?.. Or is there another actor event to hide it without hide the lights? I use actor creation>set opacity>0.2
@Alnatair: Go
Hmm, I didn't know I could do that hehe.. I'll ask him and hope he's not busy. Thanks.
I used the vespene barrels. Scaling them changed the area of the light even when invisible.
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 What are the vespene barrels? i looked for them on the editor and found nothing.
Sorry gas canister.
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 Oh man, got no idea what do you mean, that's a vespene barrel like you said, how did you make the light and what model is that??
@urzaiz87: Go
What about the ability to do the behavior, then use validator - has this behavior, actor create (create the search light models and use site operations to position them accurately), behavior is not there, destroy the actor making the search lights, this is the concept.
@Eimtr: Go
That's kinda the system I'm currently using, only I'm stuck with the choice of what model to use for the lights since almost all have some object. And then of course I suck at using SOP actors. I'll try that though.
@urzaiz87: Go
Several patches ago (major game and editor changes since) I wanted to create a system of moving attacked actors in a dynamic way without them relying on the animations of a hidden model underneath (no rotor SOp then either). That pic is of my prototype which used that vespene canister model as a stick that was 0 opacity and changed the scale in the z axis. It had a beam that was attached to the overhead attachment point that other models were attached to creating a simple joint.
What I noticed was it has a circular greenish light source that was still visible even at 0 opacity and the area of the light scaled with the model.
Since then I have discovered the SOp (Forward Vector) method that allows a more efficient motion that is stable on the crossing over of the +/- z plane. Check out my turret simulation map for a method of getting actors to look at specific targets.
As for that concept of animating the inanimate, check out my walker (since that version I am in the process of revising it and making it less buggy).
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