@ Kueken:: I'm using the Lost Viking game's Viking Gun Side(4 unfolding cannons) and Viking Homing Missiles(cockpit), aswell as the simple Antenna attachment. Meshing each Cannon version's morph was a pain(Actor Events) and probably took the longest to setup properly. The best was when I realised I didn't need 4 attachment offset actors, just 2( 2 use 1, the other 2 use a different one) so that cut down on alot of crap.
@ nevjmac:: Hahaha. It's going to have even more weapons than what you see... the Siege Mode's Ultimate weapon will be awesome! And where it shoots from... that's going to be the best part about it!
Will also have 1 ability in Tank mode(aside from Enabling the Super Tank Cannon), will be a detector while in Tank mode, in Siege mode, will also be a detector and will also have... that terran reveal spell thingy that will be REQUIRED for use in conjunction with the Siege Super Weapon(minimum range 25.... O_O.
Also planning a third morph which will be completely ridiculous. Haven't decided on the final morph, but I have 2 ideas I could use. Won't implement both, however. God talking about it makes me want to work on it some more! LOL.
of course kueken took the hard challeneges well i havent study actors that much so yeah i just have a question how can i increase actor size this is the last thing for challenege 2 i posted this in the threads but no help
Actor -> Art - Scale. You can change x, y and z size independently.
@ Borg: Nice find on those models. However, I am a little disappointed now. I thought you did use the single guns and cannon additions and actually found a method to make them appear as if they are part of an animation xD. That would be great.
Still it looks awesome ;)
€ btw:
Challenge 8: Uber Colossus
It seems I get the hang of the beam actors now ;) . This is a whole different method, though, no mover site actors involved.
I really like that Uber Colossus! It almost looks like you used my Interceptor/Hangar ability idea. Very nice! I'm definitely going to be checking your map out now :)
@Kueken531: Go
I thought you did use the single guns and cannon additions and actually found a method to make them appear as if they are part of an animation xD. That would be great.
What do you mean, single guns and cannon additions? Tell me more, and I'm quite confident I can make anything appear as part of an animation? ;) I'm really liking attachments, so I'll definitely give it a shot.
:: Just looked at your beam actor and I did the same damn thing, but mine wouldn't work. I fking hate beams. I'm sticking with missiles from now on. X_X
What do you mean, single guns and cannon additions? Tell me more, and I'm quite confident I can make anything appear as part of an animation? ;) I'm really liking attachments, so I'll definitely give it a shot.
I thought, the unfolding viking gun object you attached to the cannon actually were 4 different objects, which would be attached separately and somehow be moved alongside the cannon. I did not find a possibility to move an attachment from 1 point to another, so i would be very interested in something like that, since this would open many possibilities for refined animations.
Quote:
:: Just looked at your beam actor and I did the same damn thing, but mine wouldn't work. I fking hate beams. I'm sticking with missiles from now on. X_X
Well, did you have a look at the rest? I needed to use some really hacky workarounds.
First, I needed an effect, which triggers, when the interceptors are launched, for the beam to react on this. Luckily the hangar ability provides a field for this.
Second problem was that the interceptors are not actually on the field the moment they spawn. I had to use a 0.0625 persistent to wait for the interceptors to actually appear at the right location
Third problem really makes me smash my head: The effect has no connection to the unit releasing the interceptors! target, source, caster, origin all references the interceptors. This also means the beam actor would not attach to the colossus at all. Even when I used an Actor Search for nearby colossi, it did not work.
End of story was me, using a search effect to search for a colossus with a small radius (if I would not be forced to add a delay I could maybe use a 0 area search and stay sort of correct, but the delay forces me to take a 0.5 or so radius search, which basically means the beams could attach to any nearby colossus if there happens to be more than 1) and then use an effect, which can reference both the interceptor and the colossus for the actor -.-
I did look at the rest but it seemed to be pretty standard, nothing stuck out and made me go "oooh". Yea, I hear you about source/caster/target/unit origin... they always referenced the interceptor for me too. I had my beam attach underneath the colossus and it wouldn't move, haha.
I too have looked for some way to move attachments and whatnot. It would really make one of my ideas to use the SuperCraneAdvanced possible. As it sits though, the SuperCraneAdvanced only has like 5 attachment points and they all suck.
I'm going to be trying to pivot and rotate some attachments for my Third Mode. I want the attachment to be created first, and THEN rotate... I'm just hoping throwing in/modifying explicit rotations will be somehow possible after the attachment is made. We'll see after I am completed with the first 2 modes & weapons, I guess.
hmm... maybe attach a rotating, invisible model and then attach the actual attachment to a rotating attachment point of the invisible actor -> attachment in motion :D
And to stop the motion, just freeze the invisible actor ;)
€ @ below: Good call on the magazine thing; when I finally got it to work, I was not eager to try out how to actually refine it ;)
If someone happen to have an alternative to the search colossus effect thing, I want to hear it, please ;)
The attachment was more of a joke, I hope there is a better way to do it.
@Kueken531 You could have skipped using the Use Magazine effect from the carrier since the invisible interceptors are external and would attack the weapon target anyhow.
Also I think what BorgDragon means is to give an element of control as to how the attachment is rotated eg turns left with effect start then right on cast.
DrSuperEvil, yes and no. I can however, make 2 invisible rotating actors, one that goes right, one that goes left, for example, attach them to the same point, and just "switch" attachment points mid animation.
My Uber Tank does that alot. It creates the "closed" version on Tank birth, when I hit the morph button, it destroys it, recreates it on the morphing unit, plays the animation, destroys it when the morph is over and re-creates a third one on the siege tank. Basically it's the same thing in reverse.
Create : Unfreeze/Freeze rotation : destroy : create on second rotating actor: Unfreeze/Freeze : Destroy : Create final
EDIT: I don't know why I hadn't thought of that earlier Kueken, but I realized I had already done something somewhat in that direction. I've got a rotation on my Uber Templar which I attach some actors to. Except I used a turret.
Vid of my Uber Templar in progress! And ya, I have a few too many Ubers in progress, lol.
well i finish challenge 2 the basic of what it does no actors used except for 2 units its a Little buggy like if the uber rine can one shot the enemy it doesn't spawn a unit but the basic works so heres the map fraps wasn't working
Well, I've completed the animations and actors for the Prime (Uber Tank), except there's a weird little flicker going on when Unsieging... it seems like you see the unmorphed Siege Tank with extended Cannons for a fraction of a second(just the once) when the Unsiege starts, it's annoying me but there seems to be no reason it should be doing that.
The "sliding/jumping" attachments do not seem to be completely fixable. I modified those offsets by 0.# and even 0.0#, hell even tried 0.00# and it always slides or jumps after the morphs are finished.
Ahwell, it's pretty damn cool. I've only got to make... 6 custom weapons with missiles and whatnot, aswell as 2 abilities(1 custom 1 duplicate/customized) and then it's done. The "Prime 3" mode as I am codenaming it won't be a priority just yet, though I do have plans! Crazy plans oh boy!
Oh ya, I got rid of that stupid Antenna! GRRR is all I have to say about that stupid thing, lol.
Is the Uber contest still going? Well, here's a potential entry: The Zeus - O.S.P. (See pic below post, couldn't make it bigger for dramatic effect)
Features:
- 4 x 15mm Autocannons, each one tracks and engages its own target while moving.
- 2 x Multiple Launch Rocket Systems, each also tracks and engages its own target, deals splash damage.
- 1 x Quad Siege Cannons, only fires when ordered to attack, must be facing target, min range of 8.
- Trample area in front of tank, pushes back and deals damage to enemies in front of Zeus only while he's moving.
- Cargo hold, up to 16 units.
- Floodlights sorrounding tank, automatically engage between hours of 6pm to 6am. (Night cycle validator already in place, just need a map with cycling hours.)
- 1 x Promethius cannon, think Yamato + Nuke...
Not to overlap with any of the other uber tank submissions, but I'm pretty proud of how this sucker came out. Autocannons and MLRS' work best when just ordered to move, NOT attack-move. Thanks to Phaos for use of the turretless Merc siege tank. Also, no triggers were used, pure data editor.
@BorgDragon: Go Zeus challenges your ubertank to a duel!!! :D
It's been a while but here's another Uber I started... I like making their looks and playing with attachments much more than giving them weapons ;)
Loki Battlecruiser as the base unit
Plasma Battlecruiser as the underhull/front
Hurricane Battlecruiser as the 'head'
ARES as the 'Battle Tower'/Command Post, attached to Hurricane's head, offset used.
New Folsom turret(cannon version) as... a Cannon(zOMG REALLY!?), attached to the ARES.
Arcade Lightning Projector as a cannon, attached to Plasma Cruiser and placed in the middle 'ring'.
Some Ideas for weapons/abilities/animations>
Animate the Plasma Cruiser with 'Talk Victory' while Loki animates 'Stand Work End'
Result: Loki 'leans/dips forward' close to a 30 degree angle with the front pointing down, the Plasma Cruiser's front splits open and animates the central 'cannon'. Launch the 'Arcade Lightning Projector' as a missile, nuke-like effect?
ARES... omg so many weapon possibilities with all its different modes of attack.
Folsom Turret as a super beam? Single Target killer, any distance(visible requirement) capable.
Impressive. The attachments look like they belong to the model. Which models did you use for all the attachments?
I really look forward to see the result ;)
Nice kueken, seige tank works a charm!
and Borg.... O.O keep that thing away from me... that hing has a few to many weapons for its own good!
@ Kueken:: I'm using the Lost Viking game's Viking Gun Side(4 unfolding cannons) and Viking Homing Missiles(cockpit), aswell as the simple Antenna attachment. Meshing each Cannon version's morph was a pain(Actor Events) and probably took the longest to setup properly. The best was when I realised I didn't need 4 attachment offset actors, just 2( 2 use 1, the other 2 use a different one) so that cut down on alot of crap.
@ nevjmac:: Hahaha. It's going to have even more weapons than what you see... the Siege Mode's Ultimate weapon will be awesome! And where it shoots from... that's going to be the best part about it!
Will also have 1 ability in Tank mode(aside from Enabling the Super Tank Cannon), will be a detector while in Tank mode, in Siege mode, will also be a detector and will also have... that terran reveal spell thingy that will be REQUIRED for use in conjunction with the Siege Super Weapon(minimum range 25.... O_O.
Also planning a third morph which will be completely ridiculous. Haven't decided on the final morph, but I have 2 ideas I could use. Won't implement both, however. God talking about it makes me want to work on it some more! LOL.
of course kueken took the hard challeneges well i havent study actors that much so yeah i just have a question how can i increase actor size this is the last thing for challenege 2 i posted this in the threads but no help
Actor -> Art - Scale. You can change x, y and z size independently.
@ Borg: Nice find on those models. However, I am a little disappointed now. I thought you did use the single guns and cannon additions and actually found a method to make them appear as if they are part of an animation xD. That would be great.
Still it looks awesome ;)
€ btw:
Challenge 8: Uber Colossus
It seems I get the hang of the beam actors now ;) . This is a whole different method, though, no mover site actors involved.
Kueken kudos to you bro! That siege tank transformer is awesome! You sure have talent :)
I really like that Uber Colossus! It almost looks like you used my Interceptor/Hangar ability idea. Very nice! I'm definitely going to be checking your map out now :)
@Kueken531: Go
I thought you did use the single guns and cannon additions and actually found a method to make them appear as if they are part of an animation xD. That would be great.
What do you mean, single guns and cannon additions? Tell me more, and I'm quite confident I can make anything appear as part of an animation? ;) I'm really liking attachments, so I'll definitely give it a shot.
:: Just looked at your beam actor and I did the same damn thing, but mine wouldn't work. I fking hate beams. I'm sticking with missiles from now on. X_X
I thought, the unfolding viking gun object you attached to the cannon actually were 4 different objects, which would be attached separately and somehow be moved alongside the cannon. I did not find a possibility to move an attachment from 1 point to another, so i would be very interested in something like that, since this would open many possibilities for refined animations.
Well, did you have a look at the rest? I needed to use some really hacky workarounds.
First, I needed an effect, which triggers, when the interceptors are launched, for the beam to react on this. Luckily the hangar ability provides a field for this.
Second problem was that the interceptors are not actually on the field the moment they spawn. I had to use a 0.0625 persistent to wait for the interceptors to actually appear at the right location
Third problem really makes me smash my head: The effect has no connection to the unit releasing the interceptors! target, source, caster, origin all references the interceptors. This also means the beam actor would not attach to the colossus at all. Even when I used an Actor Search for nearby colossi, it did not work.
End of story was me, using a search effect to search for a colossus with a small radius (if I would not be forced to add a delay I could maybe use a 0 area search and stay sort of correct, but the delay forces me to take a 0.5 or so radius search, which basically means the beams could attach to any nearby colossus if there happens to be more than 1) and then use an effect, which can reference both the interceptor and the colossus for the actor -.-
@Kueken531: Go
I did look at the rest but it seemed to be pretty standard, nothing stuck out and made me go "oooh". Yea, I hear you about source/caster/target/unit origin... they always referenced the interceptor for me too. I had my beam attach underneath the colossus and it wouldn't move, haha.
I too have looked for some way to move attachments and whatnot. It would really make one of my ideas to use the SuperCraneAdvanced possible. As it sits though, the SuperCraneAdvanced only has like 5 attachment points and they all suck.
I'm going to be trying to pivot and rotate some attachments for my Third Mode. I want the attachment to be created first, and THEN rotate... I'm just hoping throwing in/modifying explicit rotations will be somehow possible after the attachment is made. We'll see after I am completed with the first 2 modes & weapons, I guess.
@BorgDragon: Go
hmm... maybe attach a rotating, invisible model and then attach the actual attachment to a rotating attachment point of the invisible actor -> attachment in motion :D
And to stop the motion, just freeze the invisible actor ;)
€ @ below: Good call on the magazine thing; when I finally got it to work, I was not eager to try out how to actually refine it ;)
If someone happen to have an alternative to the search colossus effect thing, I want to hear it, please ;)
The attachment was more of a joke, I hope there is a better way to do it.
@Kueken531 You could have skipped using the Use Magazine effect from the carrier since the invisible interceptors are external and would attack the weapon target anyhow.
Also I think what BorgDragon means is to give an element of control as to how the attachment is rotated eg turns left with effect start then right on cast.
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
Kueken nice job on the collossus, I love it!
super nice, super usefull :)...maybe I should take a look someday to learn something from it
@Kueken531: Go
Kueken! That's a great idea.... =D
DrSuperEvil, yes and no. I can however, make 2 invisible rotating actors, one that goes right, one that goes left, for example, attach them to the same point, and just "switch" attachment points mid animation.
My Uber Tank does that alot. It creates the "closed" version on Tank birth, when I hit the morph button, it destroys it, recreates it on the morphing unit, plays the animation, destroys it when the morph is over and re-creates a third one on the siege tank. Basically it's the same thing in reverse.
Mode : Destroy : Create : Animation : Destroy : Create
I would do the same thing here
Create : Unfreeze/Freeze rotation : destroy : create on second rotating actor: Unfreeze/Freeze : Destroy : Create final
EDIT: I don't know why I hadn't thought of that earlier Kueken, but I realized I had already done something somewhat in that direction. I've got a rotation on my Uber Templar which I attach some actors to. Except I used a turret.
Vid of my Uber Templar in progress!
And ya, I have a few too many Ubers in progress, lol.
well i finish challenge 2 the basic of what it does no actors used except for 2 units its a Little buggy like if the uber rine can one shot the enemy it doesn't spawn a unit but the basic works so heres the map fraps wasn't working
I was in full exam mode for a couple of weeks and now it's finished. YAY!!! Here is my (late) submission of the challenges
Well, I've completed the animations and actors for the Prime (Uber Tank), except there's a weird little flicker going on when Unsieging... it seems like you see the unmorphed Siege Tank with extended Cannons for a fraction of a second(just the once) when the Unsiege starts, it's annoying me but there seems to be no reason it should be doing that.
The "sliding/jumping" attachments do not seem to be completely fixable. I modified those offsets by 0.# and even 0.0#, hell even tried 0.00# and it always slides or jumps after the morphs are finished.
Ahwell, it's pretty damn cool. I've only got to make... 6 custom weapons with missiles and whatnot, aswell as 2 abilities(1 custom 1 duplicate/customized) and then it's done. The "Prime 3" mode as I am codenaming it won't be a priority just yet, though I do have plans! Crazy plans oh boy!
Oh ya, I got rid of that stupid Antenna! GRRR is all I have to say about that stupid thing, lol.
Is the Uber contest still going? Well, here's a potential entry: The Zeus - O.S.P. (See pic below post, couldn't make it bigger for dramatic effect)
Features:
- 4 x 15mm Autocannons, each one tracks and engages its own target while moving.
- 2 x Multiple Launch Rocket Systems, each also tracks and engages its own target, deals splash damage.
- 1 x Quad Siege Cannons, only fires when ordered to attack, must be facing target, min range of 8.
- Trample area in front of tank, pushes back and deals damage to enemies in front of Zeus only while he's moving.
- Cargo hold, up to 16 units.
- Floodlights sorrounding tank, automatically engage between hours of 6pm to 6am. (Night cycle validator already in place, just need a map with cycling hours.)
- 1 x Promethius cannon, think Yamato + Nuke...
Not to overlap with any of the other uber tank submissions, but I'm pretty proud of how this sucker came out. Autocannons and MLRS' work best when just ordered to move, NOT attack-move. Thanks to Phaos for use of the turretless Merc siege tank. Also, no triggers were used, pure data editor.
@BorgDragon: Go Zeus challenges your ubertank to a duel!!! :D
@NoMan4Hire: Go
What, your tank has no morph?! ;) Nice Tank BTW, I likes!
oh an my tank is called Prime :)
The WDE's are technically always active. You can just post your work in any of the threads if you just started doing these, you know?
Have fun :)
@NoMan4Hire: Go
HOLY CRAP!
that is op.... I love it!
@nevjmac: Go
It's been a while but here's another Uber I started... I like making their looks and playing with attachments much more than giving them weapons ;)
Some Ideas for weapons/abilities/animations>