Xanthos itself has a huge body, but it's arms and back are empty. There must be the place where it's weapon parts are attached on, and it's weapons are also a Unit.
I've looked on Xanthos' abilities to attach this weapon unit and its models, but there were none related on attaching these.
I've found an Actor called 'XanthosPartList' in Xanthos' actor list, but I don't know how to handle this myself.. I guess this actor is quite sure attaching the weapon units on Xanthos.
Can anybody help me with this? I just want to attach any part of the weapon to Xanthos body.
As the weapon part units also have animations and its abilities, I would like to part them as different units on one body like Xanthos in Nova Covert Ops.
You can force a units actor to attach to another units actor like it is any other actor. Doing so will dissociate the actor with the unit's position, so it is recommended you make the unit follow the other unit around somehow, eg as an item carried by it, otherwise it might look very weird being able to attack the component nowhere near what it is attached to.
This is done simply by sending the unit actor you want to attach the other unit actor to an "Attach" actor message referencing the unit actor you want to attach and the appropriate attach location (direct, message and site op all are allowed and work so this really is flexible). Should work with both data and triggers. The problem with data is referencing the unit actor you want to attach with respects to the unit actor you want to attach it to. This is where triggers are much more flexible as you can pull both actors from unit references and then send the attach actor method using triggers. In either case you need to use a global actor reference, setup by a "RefSet" (Reference Set) message on the unit actor you want to attach, to instruct the Attach message what actor you want to attach.
You can undo the attachment and return the unit actor back to following its unit as normal by sending an invalid attachment, eg attaching to itself. This produces an error message which is sub optimal. As such there is likely a better way to do this which does not produce an error message however I am currently unaware of one.
Try using an Arm Magazine ability with an external hangar similar that of the broodlord and give the parts a Buff behaviour that as an initial effect uses a Search Area effect to apply a dummy Damage effect to the target (use a Unit Type validator). Between the Effect event (use the At Target term) and the ::Creator reference you should be able to specify the main body and the individual attachments.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I made a fully functioning Xanthos with death laser in its final stage a few years ago. It has death animation and other things from the campaign mission too! I can send you the map file if you are still interested.
I'm interested, I figured out that the xanthos works like the Trains in the heist mission in Wings of liberty, they use a complex trigger that fires multiple times in one second to move the "parts" and rotate them accordingly to the main unit "body". The xanthos weapon parts have 160 speed, which is enought to make it seem like it moves along with the main body. I figured out tho that you could make smth like this work even without triggers, using a persistence effect that calls a "issue order move" comand and a "modify unit" effect that rotates it, but I don't bother trying to set it up
But I would love to see your map, to educate myself :)
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Xanthos itself has a huge body, but it's arms and back are empty. There must be the place where it's weapon parts are attached on, and it's weapons are also a Unit.
I've looked on Xanthos' abilities to attach this weapon unit and its models, but there were none related on attaching these.
I've found an Actor called 'XanthosPartList' in Xanthos' actor list, but I don't know how to handle this myself.. I guess this actor is quite sure attaching the weapon units on Xanthos.
Can anybody help me with this? I just want to attach any part of the weapon to Xanthos body.
If you are happy having a single unit make them Model type actors and host them on the main body.
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
As the weapon part units also have animations and its abilities, I would like to part them as different units on one body like Xanthos in Nova Covert Ops.
And yet I can't find how to attach these units..
I think the campaign used triggers.
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
You can force a units actor to attach to another units actor like it is any other actor. Doing so will dissociate the actor with the unit's position, so it is recommended you make the unit follow the other unit around somehow, eg as an item carried by it, otherwise it might look very weird being able to attack the component nowhere near what it is attached to.
This is done simply by sending the unit actor you want to attach the other unit actor to an "Attach" actor message referencing the unit actor you want to attach and the appropriate attach location (direct, message and site op all are allowed and work so this really is flexible). Should work with both data and triggers. The problem with data is referencing the unit actor you want to attach with respects to the unit actor you want to attach it to. This is where triggers are much more flexible as you can pull both actors from unit references and then send the attach actor method using triggers. In either case you need to use a global actor reference, setup by a "RefSet" (Reference Set) message on the unit actor you want to attach, to instruct the Attach message what actor you want to attach.
You can undo the attachment and return the unit actor back to following its unit as normal by sending an invalid attachment, eg attaching to itself. This produces an error message which is sub optimal. As such there is likely a better way to do this which does not produce an error message however I am currently unaware of one.
Try using an Arm Magazine ability with an external hangar similar that of the broodlord and give the parts a Buff behaviour that as an initial effect uses a Search Area effect to apply a dummy Damage effect to the target (use a Unit Type validator). Between the Effect event (use the At Target term) and the ::Creator reference you should be able to specify the main body and the individual attachments.
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 made a fully functioning Xanthos with death laser in its final stage a few years ago. It has death animation and other things from the campaign mission too! I can send you the map file if you are still interested.
In reply to anymous3536:
I'm interested, I figured out that the xanthos works like the Trains in the heist mission in Wings of liberty, they use a complex trigger that fires multiple times in one second to move the "parts" and rotate them accordingly to the main unit "body". The xanthos weapon parts have 160 speed, which is enought to make it seem like it moves along with the main body.
I figured out tho that you could make smth like this work even without triggers, using a persistence effect that calls a "issue order move" comand and a "modify unit" effect that rotates it, but I don't bother trying to set it up
But I would love to see your map, to educate myself :)