I wanted my reaper to attack while moving, so I gave it the same options as the diamondback.
However, the diamondback uses a turret for it's weapon, which rotates freely from the diamondback. In order to get my reaper to attack I need to give the weapon an arc of 360.
However, this means the reaper does not need to look at his target. Is there anyway to make the reaper fire on the move and make the reaper look at it's target?
Other than making your Unit actor a hidden turret with a Model actor reaper on top the answer is no. This workaround however is sufficient and just requires you to transfer the events to the model actor.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Under my data assets is a map called Turret Unit Addon. Not sure if patches have partially broken it though.
In short go to the Unit actor type and select all three event fields and copy them. Paste them into the three event fields of your Model actor type. Set your Unit actor to use a model (under the Art: Model field) that has a TurretZ attachment point like a phoenix or photon cannon. Add an event to the Unit actor that on Actor Creation it uses a Set Opacity action to make it invisible. Set your Model actor to be hosted on your Unit actor on the TurretZ attachment point (may need to set the z scale of the Unit actor to the minimum value). Also set the inherited properties of the Model actor to not inclue scale or opacity.
I looked at your map, doesn't seem to work any more :(
My original goal was to upgrade reapers to fire on the move through research. From what you've said it seems that isn't possible (can't change models through upgrades), so I guess I need to do something else.
There is a model swap action under events. The zealot used in the liberty campaign uses a model swap event action when the dark protoss upgrade is researched to change the model into the dark version.
There is a Turret type actor called Pheonix Turret. There is then the Turrets data type.
What exactly is the model swap for in the phoenix? I understand why it's there for the dark protoss upgrade, but how does it make the actor rotate towards it's target?
It does not. The Turret actor is what makes it turn.
For your needs you want to model swap the reaper actor with a phoenix that has 0 opacity and host a Model actor with the reaper model as an attachment.
Hi all,
I wanted my reaper to attack while moving, so I gave it the same options as the diamondback.
However, the diamondback uses a turret for it's weapon, which rotates freely from the diamondback. In order to get my reaper to attack I need to give the weapon an arc of 360.
However, this means the reaper does not need to look at his target. Is there anyway to make the reaper fire on the move and make the reaper look at it's target?
Other than making your Unit actor a hidden turret with a Model actor reaper on top the answer is no. This workaround however is sufficient and just requires you to transfer the events to the model 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
How would I go about this? There is no event: events+ on the model, and how does one hide a turret?
An example map would be great
Under my data assets is a map called Turret Unit Addon. Not sure if patches have partially broken it though.
In short go to the Unit actor type and select all three event fields and copy them. Paste them into the three event fields of your Model actor type. Set your Unit actor to use a model (under the Art: Model field) that has a TurretZ attachment point like a phoenix or photon cannon. Add an event to the Unit actor that on Actor Creation it uses a Set Opacity action to make it invisible. Set your Model actor to be hosted on your Unit actor on the TurretZ attachment point (may need to set the z scale of the Unit actor to the minimum value). Also set the inherited properties of the Model actor to not inclue scale or 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
@DrSuperEvil: Go
I looked at your map, doesn't seem to work any more :(
My original goal was to upgrade reapers to fire on the move through research. From what you've said it seems that isn't possible (can't change models through upgrades), so I guess I need to do something else.
Thanks for the help anyways.
Might I suggest you look at the phoenix and reverse engineer it from there.
Instead of a turret it rotates on its axis.
@Quirriff: Go
Actually I looked at the phoenix and it does indeed use a turret.
I couldn't find any events in the unit actor, or the two attack actors, related to rotation. (I'm really bad with actors though, probably missed it)
@coffeeclubbr: Go
There is a model swap action under events. The zealot used in the liberty campaign uses a model swap event action when the dark protoss upgrade is researched to change the model into the dark version.
There is a Turret type actor called Pheonix Turret. There is then the Turrets data type.
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
What exactly is the model swap for in the phoenix? I understand why it's there for the dark protoss upgrade, but how does it make the actor rotate towards it's target?
It does not. The Turret actor is what makes it turn.
For your needs you want to model swap the reaper actor with a phoenix that has 0 opacity and host a Model actor with the reaper model as an attachment.
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
Ok, got it working at last :)
Final question: How could I turn this on/off using an upgrade?
Look at how the dark zealot does it. You would also need a few extra events for the reverse. Use triggers to remove the upgrade.
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