Hey There,
I tried creating a custom ModelAddition Turret using the Greater Spire as a base, and a Roach as the Turret.
The idea is that the Roach spins atop the top of the Greater Spire, and attacks ground units with his standard attack.
Unfortunately, my Turret isn't working at all. And the Attack is not launching from the Head of the Roach, as it should be.
I've tried everything I can think of. Can anyone help me out, please?
I've attached the map.
P.S. There is also a Battle Cruiser thing I'm making there, but don't worry about that one.
Sorry, I just need to verify that absolutely nobody knows how to fix this. Because I can't; I've tried a million different ways. I would really appreciate any advice.
For the turret, you need to use a model that has the turretZ attachment point, then make it invisible and attach a model addition actor to it that uses the roach model. On the attached actor, make sure you uncheck opacity and/or visibility in the inherited properties field.
Hey Nahotnoj,
thanks for the response; I appreciate it.
The tutorial you referenced is how I learned what I'm doing here.
Thanks to your suggestions, I have successfully attached a Turret model to the spire, and attached a Roach model to the Turret.
I was not aware that Turrets HAVE TO have Turret Z attachment point. I figured I could use any old attachment point. Please correct me if I'm wrong.
The Roach rotates and attacks as he should.
However, the launch point of the weapon is still the center of the spire, not the head of the roach, as it should be.
How do I make the acid come from the Roach's head?
Also is it possible to attach a Model from which attacks launch (like the head of the Roach) WITHOUT it being a Turret or being attached to a Turret?
Second, is it possible to attach entire units to other units, and have the units function and attack independently of one another?
You need a Site actor to determine where it launches from. The site must be hosted on the roach and the action for the units attack must be set to launch from the site. Sites can be set to launch from pretty much about anywhere including a distance above the unit's head or behind the target. With the final question do you mean models or to have units with independent hp bars?
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hey, thanks for responding.
I had indeed added a Site Actor to my Roach Model. But it will not work properly.
Could you take a look at my map to see what I'm doing wrong.
I mean can you attach Units to Units, instead of just Models. For example, can I attach a Missile Turret Unit to a Battle Cruiser Unit? And will the Battle Cruiser be able to move and attack? And will the Missile Turret be able to attack?
Hey, thanks for responding. I had indeed added a Site Actor to my Roach Model. But it will not work properly. Could you take a look at my map to see what I'm doing wrong.
I mean can you attach Units to Units, instead of just Models. For example, can I attach a Missile Turret Unit to a Battle Cruiser Unit? And will the Battle Cruiser be able to move and attack? And will the Missile Turret be able to attack?
If you want the missile turret to be an actual unit, Nahotnoj is correct, this can only be done using triggers.
However, if you just want to attach a visual missile turret to a battle cruiser, which shoots individually, this is possible in data. You can make the battlecruiser use his normal attack and the missile turret shoot missiles; however the turret will not be an actual unit, so it cannot be controlled individually and it will not get its own healthbar and kills etc.
Thanks again, both of you.
I'm still having trouble getting the site actor to work.
I spent another three hours on it last night, and nothing I've tried, including the exact instructions, work.
The only time I've gotten the site actor to work is with the tutorial. I've tried two Actors of my own, and neither function.
I would really appreciate any help you could offer.
Figured it out!!!!!!
Thank you so much, Kueken. You were able to find the ONE field that I could not that made the entire thing work.
The Key? The Attack Actor has a field called "Actor - Action Flags". You must check the flag "Launch Force Site."
And that's the one thing I've been missing this entire time.
Thanks again both you. I am about a million times happier right now than I was more recently.
Except that The Agency was canceled.
Sign the Petition!
http://www.thepetitionsite.com/1/savetheagency/
THANK YOU to the last two posts in this. The last because it let me solve my add-a-missile-turret-to-a-unit-and-get-the-missiles-firing-right problem (yes I had ready ProzaicMuse's tutorials already, and oddly enough they don't mention the Actor - Action Flags at all that I saw, probably because they all focus on beams and the uberlisk uses returning tentacles, which I suspect works differently enough to not need the "Launch Force Site" flags. And then the second to last post because without that post the last post wouldn't have existed in the first place.
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Hey There, I tried creating a custom ModelAddition Turret using the Greater Spire as a base, and a Roach as the Turret. The idea is that the Roach spins atop the top of the Greater Spire, and attacks ground units with his standard attack. Unfortunately, my Turret isn't working at all. And the Attack is not launching from the Head of the Roach, as it should be. I've tried everything I can think of. Can anyone help me out, please? I've attached the map.
P.S. There is also a Battle Cruiser thing I'm making there, but don't worry about that one.
@GryphonMane: Go
Bump.
Sorry, I just need to verify that absolutely nobody knows how to fix this. Because I can't; I've tried a million different ways. I would really appreciate any advice.
For the turret, you need to use a model that has the turretZ attachment point, then make it invisible and attach a model addition actor to it that uses the roach model. On the attached actor, make sure you uncheck opacity and/or visibility in the inherited properties field.
Idk whether you've checked it yet but here's a good tutorial for attached turrets: http://forums.sc2mapster.com/resources/tutorials/8926-data-working-with-attachments-beginner-difficulty/
Hey Nahotnoj, thanks for the response; I appreciate it. The tutorial you referenced is how I learned what I'm doing here. Thanks to your suggestions, I have successfully attached a Turret model to the spire, and attached a Roach model to the Turret. I was not aware that Turrets HAVE TO have Turret Z attachment point. I figured I could use any old attachment point. Please correct me if I'm wrong. The Roach rotates and attacks as he should. However, the launch point of the weapon is still the center of the spire, not the head of the roach, as it should be. How do I make the acid come from the Roach's head?
Also is it possible to attach a Model from which attacks launch (like the head of the Roach) WITHOUT it being a Turret or being attached to a Turret? Second, is it possible to attach entire units to other units, and have the units function and attack independently of one another?
Thanks again.
You need a Site actor to determine where it launches from. The site must be hosted on the roach and the action for the units attack must be set to launch from the site. Sites can be set to launch from pretty much about anywhere including a distance above the unit's head or behind the target. With the final question do you mean models or to have units with independent hp bars?
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
Hey, thanks for responding. I had indeed added a Site Actor to my Roach Model. But it will not work properly. Could you take a look at my map to see what I'm doing wrong.
I mean can you attach Units to Units, instead of just Models. For example, can I attach a Missile Turret Unit to a Battle Cruiser Unit? And will the Battle Cruiser be able to move and attack? And will the Missile Turret be able to attack?
@GryphonMane: Go
This is possible, but not in the data editor. It requires triggers to do AFAIK.
If you want the missile turret to be an actual unit, Nahotnoj is correct, this can only be done using triggers.
However, if you just want to attach a visual missile turret to a battle cruiser, which shoots individually, this is possible in data. You can make the battlecruiser use his normal attack and the missile turret shoot missiles; however the turret will not be an actual unit, so it cannot be controlled individually and it will not get its own healthbar and kills etc.
@Kueken531: Go
Thanks again, both of you. I'm still having trouble getting the site actor to work. I spent another three hours on it last night, and nothing I've tried, including the exact instructions, work. The only time I've gotten the site actor to work is with the tutorial. I've tried two Actors of my own, and neither function. I would really appreciate any help you could offer.
Is your testmap in the first post up to date? I could have a look at what you have right now.
@Kueken531: Go
Hey, I just uploaded the newest version. Thanks for your help.
The result of me playing around ;)
@Kueken531: Go
Figured it out!!!!!! Thank you so much, Kueken. You were able to find the ONE field that I could not that made the entire thing work. The Key? The Attack Actor has a field called "Actor - Action Flags". You must check the flag "Launch Force Site." And that's the one thing I've been missing this entire time. Thanks again both you. I am about a million times happier right now than I was more recently. Except that The Agency was canceled. Sign the Petition! http://www.thepetitionsite.com/1/savetheagency/
THANK YOU to the last two posts in this. The last because it let me solve my add-a-missile-turret-to-a-unit-and-get-the-missiles-firing-right problem (yes I had ready ProzaicMuse's tutorials already, and oddly enough they don't mention the Actor - Action Flags at all that I saw, probably because they all focus on beams and the uberlisk uses returning tentacles, which I suspect works differently enough to not need the "Launch Force Site" flags. And then the second to last post because without that post the last post wouldn't have existed in the first place.