1. How would I properly create this turret so it works right for the attached unit?
Like for example. Do I need to on the turret model actor state events such as Actor creation>Create such and such turret actor? Do I need to indicate the turret in some way through the actor?
2. Do I set the model actor of the Turret as the attachment subject for the turret or the unit it is attached to?
Self explanatory.
Here is a quick look at what I am trying to set up:
I haven't added local offsets yet, but I unsterstand how its done. I am basically trying to have the bile launcher shoot missiles atop the infested command center. The weapon animation, weapon itself, and death animations are working perfectly so far. It is following the unit in sync too.
Yes create the turret on the Model type actor and set the Attachment: Turret Body - Subject field to the Model type actor. Use the Turret Enabled actor event to create it.
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Its working perfectly now! The turret is turning and animating as the weapon shoots follows the unit properly! I have just one question for today. Its about dealing with forces.
1. How to get a unit to be pushed back when hit with a missile?
For a certain unit, I simply want to give it the ability to push back units when it attacks with missiles. Upon the missile impacting is when I want the unit to be pushed back. I think I asked this question a lot while ago. Since I am more knowledgable about missiles now, I might be able to understand it this time around.
Either use a Create Persistent effect that uses a Launch Missile effect to launch the target unit to the offset or a Create Persistent that uses periodic Apply Force effect.
Alright. Once I come back to that data issue I am gonna try that. The lack of the create persistent seems to be why it did not work right. Here are my next questions for today:
1. How to set a weapon to attack from an attachment point on an attached model?
I soon realized that you can't just simply set the action actor to the attachment point on an attached model and expect it to work alone. There must be something else that needs to be done for this to work. I am just not sure what.
2. Issues with the weapon attachment points
I am trying to attach Tal'darim Carriers to the weapons here on this vanguard to make a new unit. Now there is 2 problems. The first problem is that the Tal'darim Carrier Models aren't moving alongside the weapon attachment points. Second is this:
I have double checked that both SOPs for each Tal'darim carrier model are set to the subject being this new unit created and both attachment queries are set to weapon 0 and weapon1. Well I mean one is and the other is weapon01. I wondered if you might have an idea for how to fix this or have an idea of what I might be doing wrong here? Maybe there is something under the SOP attachments that needed adjusting. One more thing to know is that this new unit is copied from the vanguard.
3.1 How to have rotation change periodically?
I am trying to do something like the boss at 5:13 in this video where there is a number of rotating units spiraling around a host unit that change periodically change rotation for a cool effect. I think I remember how to make a unit orbit around another. What about periodically changing its orbit though like in the video?
3.2 Doing Damage
I think I asked this a while ago, but I might be able to better understand now. How would I be able to get the spinning models to deal damage as they spin?
1. Use a Site type actor hosted on the attached model and used by the Action actor.
2. The model has right and left for the weapon and not a numeric sequence. Use SOpAttachWeaponLeft and SOpAttachWeaponRight.
3.1. Ah the good old metropolis zone boss. There is the Host Site Operations Set action for actor events that allow you to chance site operations on the fly. To get an effect like that sonic 2 boss you would need a SOp(Rotator) followed by a SOp (Local Offset) and SOp (Explicit Rotation) with another SOp(Rotator) and SOp (Local Offset) to create a spinning ring at an angle that has the angle of rotation periodically rotated. You could also create and destroy different Site (Rocker) actors (see https://www.sc2mapster.com/forums/resources/tutorials/179404-tutorial-data-the-rollcopter-drunk-marauder-etc for details).
3.2. Use a Create Persistent effect synced to the visuals that uses periodic Damage effects around the caster at offsets.
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Can you be more specific about the steps involved? After the attempt I made nothing happened, but I was not quite sure where to input the site actor under the action actor and I was not sure if I was supposed to directly link the site actor to the attached model or if it needed something else.
2. Very helpful!
This worked almost perfectly. Right now the carrier models are attached as they should be and this also helped me resolve a number of other similar issues. I was also noticing the other sop attach core actors. I will keep note of those. Now the problem that still remains though is that for whatever reason the carrier models aren't following the vanguard as it moves its weapon guns and changes motion as it stands. It will be within range though. In the cutscene editor, those attachment points for the weapons on the vanguard are shown to be moving as it fights and generally just does most animations. Do you have an ideas what can be done to get it in sync here?
1. Under the Site actor set the Hosting: Host - Subject field to the actor you want to shoot from and Hosting: Host Site Operations - Operations field to the attachment point you want to shoot from. Under the Model type actor you want to shoot from set the actor events so that on actor creation it creates the Site type actor. With the Action type actor set the Launch Force Site flag under Actor: Action Flags and your Site actor under Combat: Launch Site.
2. Does the problem persist when walking? If not then use a SOp(Rotator) set to 0 speed after the attachment to force an attachment update.
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1. Still not working yet, but I have a few possible ideas why.
First off. Here is a few pictures of important things:
The model I want to shoot from with attachment points:
The events used to attempt creating the site actor listed on the model actor.
Table view of the action actor that is used for the weapon that this unit is meant to launch.
A picture of the site actor I am using from table view. It uses the core sopattachhead.
My primary suspicion is that I did not set up the events to create the site actor properly, since I was not positive in what manner I should set them up. I also had at one point tried using Actor Creation>Create Site Test. Site Test is the name of the site actor that I am using. The other thing I wonder about is if the two attachment points that have been set under the action actor and the site actor are canceling out each other. I also wonder if I need to create a custom sop attachment instead of using the core sop head attachment.
2. Re: Carrier Vanguard
It does persist when walking. Despite this, I tried that rotator suggestion you had. This had no effect. One thing also is that when I tried something like this with a regular immortal, but I was using the Protoss docking bay as launch guns for the arms instead this did not happen. Of course, I would like to learn how to do this with the models in the picture. So far, this is what it looks like:
3. More information about rotation specs.
I basically wanted more information about these fields.
Specifically what I am confused about is how the forward and up fields affect rotation. Like for example. Lets say I wanted to tilt a mothership 90 degrees to the left or right, which field would one use to affect these? I've been doing some trial and error, but it is kinda trick cause I don't know exactly what I am doing. My aim is to understand how in particular the up and forward fields change angle of a unit.
1. Use Actor Creation for the site creation. The default attachment for the head should be fine. What SOps does your Action actor have for the Combat: Launch Site Operations - Operations since those can also cancel out changes to the launch site.
2. Could you make a picture showing the problem more clearly? Maybe it is a problem specific to the model you are trying to host your stuff on? You could always use a normal immortal model as an attachment set to 0 opacity to do the turning.
3. Those fields set the direction of the forward and up vectors of the model relative to the current attachment position (always put them below attachment SOps). The forward vector is a hard rotation while the up vector is a soft rotation. This means the model will always face towards the forwards vector while it will use a best fit of the up vector around the axis of the forward vector. The default facing of models is -1 in the y axis for the forward vector and +1 in the z axis for the up vector. It is important to specify both vectors especially for 90 degree tilts since that prevents the model flopping to try and face up if the host moves over uneven terrain. I listed the calculations to get exact angles here: https://sc2mapster.gamepedia.com/Tutorials/How_To_Modify_Skyboxes
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There was an operation called SOPattachharness listed under that section, but upon removing it, nothing changed. One simple thing I think could be done is to use a local offset for the launch point, but the thing is that I need to learn how this is done so I can apply it to other situations as well as what is going wrong here. I am going to do some trial and error and examine everything meticulously to see if I can find anything that might be keeping this from working properly. The setup that you explain feels like it should be working.
3. Sure thing
While walking it looks relatively how it is supposed to.
When standing still, this is how it what happens as it fights. the carrier models stay locked in place. Good idea in regards to the normal immortal. I do want to learn though how to fix this since there may be many other situations in which I won't have such an alternative.
3. Very helpful. I will keep note of this and the linked page I added to my favorites.
4. How to create a chained caterpillar like unit?
I had this cool idea for something called the Doom catacrawler based based off hammer 107s doom crawler model. I basically want to create a boss unit with, the head of a tempest, several body segments as doom crawlers that follow behind with each segment being an individual unit and a void ray as a tail. Now I was having a look at the Protoss snake demo, but the Protoss snake demo has a tail body that moves in a wavy faction. I simply want each segment to follow the head with a small increment. Here is another sonic boss as an example. Kinda like this, but without the jumping.
And I will also want it to shoot ranged weapons instead. As for the void ray tail. I am going to decide what to with that later, but I already know how to make the weapons.
5. How to properly attach models to other attached models?
Ever since you've taught me how to attach units to other models I've been having a ball creating lots of new units for many of the factions in this mod and one of the things I am trying to do is understand how to attach units to other attached units to create some very interesting constructs. Here is an example:
This here is a mothership attached to a wrath walker and I attempted to attach a few slayn missile turrets to them by stating that the slaym missile turrets are created on birth of the wrath walker, but using an sop attachment specifically stating the subject as the mothership. What I would like to know is how I would have them attached to the mothership instead if that is possible. When I tried actor creation, nothing happened.
2. So using a SOp (Rotator) with 0 speed after the attachment definitely did not fix that? Check what other attachment points turn with the turret. You could always try using a SOp(Local Offset) to position them.
4. The protoss snake is a single unit and only uses models for the tail so has some limitations compared to units like the train from WOL when it comes to collision. You can set the undulations or lack thereof under the Site Operation (Serpent Head) SOp. The Actor: Segment - Radius field determines how far from the head actor the Serpent Segment SOp containing actors e positioned. Just set all the swimming motion fields to 0.
To go a unit based approach will require triggers to control the movement/bearings of units behind the lead unit and a Conjoined behaviour to link the vitals.
5. Set the creation events for the turrets on the mothership actor or add a 0.05 second delay otherwise it will try to create the turrets before the mothership is finished being created. Pity most of the videos for WDE#6 and Themed Creature Contest are broken since those were some impressive creations. I wonder if the video of the box by Kueken531 is still around.
1. When you say 0 speed, are you talking about Basic: Actor: Rate?
4. I think I will stick to a more simple model then with the head as the unit and multiple doom crawlers following behind at different scales. One thing I should point out is that as I am using the Protoss snake unit for something else, I am trying to recreate a new version of this unit which makes things somewhat more complicated.
5. How would I go about setting delay for .05? Is this done via timers?
1. So I gather this. To prevent that issue from happening, the model needs to be force updated somehow without it being affected in a bad way. Maybe there is a work around in such situation in which the 0 speed rotation method won't work? There is a number of other models I am having similar issues with, but I've yet to try the zero rotation trick. I think you mentioned some sort of method about that in one of the messages you sent me.
5. Alright. Its seems to be working now.
2. Purifier Mothership Attached to dragoon flipping upside down randomly
The unit below I called an Interstellar World Purifier. I have a purifier mothership from the warchest attached to the Hammer107's Purifier Eradas Dragoon as seen here:
This is how it is supposed to look like. The moment that the dragoon hosting it starts working, here is what happens:
It flips upside down. Now here is a picture of the SOPs that I am using. Both of them are default and core.
Those are on the model actor that creators the mothership. The dragoon does the walking.
This shows the dragon's attachment points. You'll notice that the attachment point for weapon points backwards. That is why I used sop90 to have it face up.
3. Certain units' attached models won't follow them when morphing.
Right here I have what I call a shadow host. I attached some thorns to the weapon03 attachment weapon of the host model to give it a more menacing look. When it burrows, the model will not follow it into burrowing though. While it stands still, the model also doesn't follow it either. When I tried this with the exact same model, same attachment point, but used a spore crawler instead, it worked perfectly. I wonder why its not working with this model right. More importantly, what can be done to fix this? Also there aren't any other Sops used along with this. Just Sopattachweapon03. This is also happening with lots of other models. I figure once I learn how to get it this one fixed, I will be able to solve the others.
1. It is a rare problem but does happen with some models especially if they were originally doodads.
2. Remember what I said in post #191 about SOp (Explicit Rotation) SOps where the Up vector is not specified flopping? The default SOp90 actor is a perfect example.
3. Firstly use the cutscenes editor to see if the attachment points move when the unit burrows, secondly is the Unit actor being created and destroyed by the morph (eg. Viking) and thirdly try the SOp (Rotator) method.
By "While it stands still, the model also doesn't follow it either" do you mean that when the unit unburrows the models become detached from the host? To fix that will require Reference Set event actions to re-establish the host subject.
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If this is a rare problem, then I guess a different choice of model shouldn't be much an issue. I am sure I can figure out a good replacement for that one.
2. [Solved]
I remember said that and I knew it was going to become an issue soon or later, but I just was not quite clear when. What do up vectors do once again? Now that I've seen how important they are in situations like this.
3. The first 1 and 2 checks are done. The last one I will be trying soon.
3.1. What I mean by that is that hosted model says in a completely fixed position while the hosting model will move and fidget without moving the hosted model with it. If this does require a reference set of actions to re-establish the host subject, I am will need some explanation on how this is done since I have not done this before myself.
4. How to get structures to move?
One new question I have for today is about making movable structure. I tried setting the acceleration to 1000 and movement speed of one structure to 3. It did not move. The structure that I was trying to get moving for starters was a command center. I am assuming there is probably something in flags that needs to be toggled which I am not aware of or maybe some sort of ability needed or required to remove. Not sure about this.
EDIT:
Update: The Rotator trick worked for 1 and 3 and just about every model so far that has been having this issue. Turns out all I needed to do was make one small weak rotator and it started fixing the problem with no issues.
1. As I said in those cases try SOp(Rotator) to force them to update their bearings.
2. What direction the actor considers up. If not specified it uses the up from the global map grid so if a unit goes over rough terrain the relative up direction can flip from positive to negative resulting in the model flopping.
3. Sounds like on morph you are losing the Hosting: Host - Subject for your attachments probably because your Unit actor is being destroyed and recreated on morph. Maybe use an actor alias?
4. Structures are kept in place by lacking the Move ability, having a footprint and lacking the Movable flag under Unit: Flags. This is why all mobile structures use a Morph ability to morph into a mobile stage and a Morph Placement ability to place it again.
1. Yes. I tried this again, but this time adding an axis tweak a tiny a bit and it worked perfectly.
2. Understanding X,Y,Z.
So that is what those fields do. That makes things somewhat more clear. Something I am not clear on though is how I would understand what directions points such and such a direction in relation to the model to start with. I was having a look at models for rotation specs. I see a blue, green and red circle in the field for rotation. Which x,y and z planes do these colors represent for one thing? Maybe I am going about understanding this the wrong way.
3 and 4.[Solved]
For now I don't really have any other questions. I am mostly trying to get a number of special composite units with attachments done. Today I am going to be seeing if I can understand how texture changing is done. I am also having some trouble with this other unit.
This unit requires some work with explicit rotations since I am trying to get the top of the docking bay model facing forward. I've already asked about explicit rotations of course. If you have any other information that you think could help me get this figured out, that would be great.
1. remember that it must be the smallest accepted value.
2, The colours are model specific but the Axis.m3 model is probably the most informative. In general Z is up/down, y is forward/back and x is left/right.
With your new question check you got the Is Local flag enabled and have specified both forward and up vectors. It is often best to have two separate SOp (Explicit Rotation) site operations turning on different planes.
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In reply to DrSuperEvil:
Now I have two questions pertaining to this.
1. How would I properly create this turret so it works right for the attached unit?
Like for example. Do I need to on the turret model actor state events such as Actor creation>Create such and such turret actor? Do I need to indicate the turret in some way through the actor?
2. Do I set the model actor of the Turret as the attachment subject for the turret or the unit it is attached to?
Self explanatory.
Here is a quick look at what I am trying to set up:
I haven't added local offsets yet, but I unsterstand how its done. I am basically trying to have the bile launcher shoot missiles atop the infested command center. The weapon animation, weapon itself, and death animations are working perfectly so far. It is following the unit in sync too.
Yes create the turret on the Model type actor and set the Attachment: Turret Body - Subject field to the Model type actor. Use the Turret Enabled actor event to create it.
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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
In reply to DrSuperEvil:
Either use a Create Persistent effect that uses a Launch Missile effect to launch the target unit to the offset or a Create Persistent that uses periodic Apply Force effect.
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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
In reply to DrSuperEvil:
1. Use a Site type actor hosted on the attached model and used by the Action actor.
2. The model has right and left for the weapon and not a numeric sequence. Use SOpAttachWeaponLeft and SOpAttachWeaponRight.
3.1. Ah the good old metropolis zone boss. There is the Host Site Operations Set action for actor events that allow you to chance site operations on the fly. To get an effect like that sonic 2 boss you would need a SOp(Rotator) followed by a SOp (Local Offset) and SOp (Explicit Rotation) with another SOp(Rotator) and SOp (Local Offset) to create a spinning ring at an angle that has the angle of rotation periodically rotated. You could also create and destroy different Site (Rocker) actors (see https://www.sc2mapster.com/forums/resources/tutorials/179404-tutorial-data-the-rollcopter-drunk-marauder-etc for details).
3.2. Use a Create Persistent effect synced to the visuals that uses periodic Damage effects around the caster at offsets.
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In reply to DrSuperEvil:
1. Under the Site actor set the Hosting: Host - Subject field to the actor you want to shoot from and Hosting: Host Site Operations - Operations field to the attachment point you want to shoot from. Under the Model type actor you want to shoot from set the actor events so that on actor creation it creates the Site type actor. With the Action type actor set the Launch Force Site flag under Actor: Action Flags and your Site actor under Combat: Launch Site.
2. Does the problem persist when walking? If not then use a SOp(Rotator) set to 0 speed after the attachment to force an attachment update.
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1. Still not working yet, but I have a few possible ideas why.
First off. Here is a few pictures of important things:
The model I want to shoot from with attachment points:
The events used to attempt creating the site actor listed on the model actor.
Table view of the action actor that is used for the weapon that this unit is meant to launch.
A picture of the site actor I am using from table view. It uses the core sopattachhead.
My primary suspicion is that I did not set up the events to create the site actor properly, since I was not positive in what manner I should set them up. I also had at one point tried using Actor Creation>Create Site Test. Site Test is the name of the site actor that I am using. The other thing I wonder about is if the two attachment points that have been set under the action actor and the site actor are canceling out each other. I also wonder if I need to create a custom sop attachment instead of using the core sop head attachment.
2. Re: Carrier Vanguard
It does persist when walking. Despite this, I tried that rotator suggestion you had. This had no effect. One thing also is that when I tried something like this with a regular immortal, but I was using the Protoss docking bay as launch guns for the arms instead this did not happen. Of course, I would like to learn how to do this with the models in the picture. So far, this is what it looks like:
3. More information about rotation specs.
I basically wanted more information about these fields.
Specifically what I am confused about is how the forward and up fields affect rotation. Like for example. Lets say I wanted to tilt a mothership 90 degrees to the left or right, which field would one use to affect these? I've been doing some trial and error, but it is kinda trick cause I don't know exactly what I am doing. My aim is to understand how in particular the up and forward fields change angle of a unit.
1. Use Actor Creation for the site creation. The default attachment for the head should be fine. What SOps does your Action actor have for the Combat: Launch Site Operations - Operations since those can also cancel out changes to the launch site.
2. Could you make a picture showing the problem more clearly? Maybe it is a problem specific to the model you are trying to host your stuff on? You could always use a normal immortal model as an attachment set to 0 opacity to do the turning.
3. Those fields set the direction of the forward and up vectors of the model relative to the current attachment position (always put them below attachment SOps). The forward vector is a hard rotation while the up vector is a soft rotation. This means the model will always face towards the forwards vector while it will use a best fit of the up vector around the axis of the forward vector. The default facing of models is -1 in the y axis for the forward vector and +1 in the z axis for the up vector. It is important to specify both vectors especially for 90 degree tilts since that prevents the model flopping to try and face up if the host moves over uneven terrain. I listed the calculations to get exact angles here: https://sc2mapster.gamepedia.com/Tutorials/How_To_Modify_Skyboxes
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In reply to DrSuperEvil:
2. So using a SOp (Rotator) with 0 speed after the attachment definitely did not fix that? Check what other attachment points turn with the turret. You could always try using a SOp(Local Offset) to position them.
4. The protoss snake is a single unit and only uses models for the tail so has some limitations compared to units like the train from WOL when it comes to collision. You can set the undulations or lack thereof under the Site Operation (Serpent Head) SOp. The Actor: Segment - Radius field determines how far from the head actor the Serpent Segment SOp containing actors e positioned. Just set all the swimming motion fields to 0.
To go a unit based approach will require triggers to control the movement/bearings of units behind the lead unit and a Conjoined behaviour to link the vitals.
5. Set the creation events for the turrets on the mothership actor or add a 0.05 second delay otherwise it will try to create the turrets before the mothership is finished being created. Pity most of the videos for WDE#6 and Themed Creature Contest are broken since those were some impressive creations. I wonder if the video of the box by Kueken531 is still around.
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In reply to DrSuperEvil:
1. When you say 0 speed, are you talking about Basic: Actor: Rate?
4. I think I will stick to a more simple model then with the head as the unit and multiple doom crawlers following behind at different scales. One thing I should point out is that as I am using the Protoss snake unit for something else, I am trying to recreate a new version of this unit which makes things somewhat more complicated.
5. How would I go about setting delay for .05? Is this done via timers?
1. Yes I mean that.
5. Yes Set Timer event actions and Timer Expired actor events (Remember the Timer Name term).
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In reply to DrSuperEvil:
1. So I gather this. To prevent that issue from happening, the model needs to be force updated somehow without it being affected in a bad way. Maybe there is a work around in such situation in which the 0 speed rotation method won't work? There is a number of other models I am having similar issues with, but I've yet to try the zero rotation trick. I think you mentioned some sort of method about that in one of the messages you sent me.
5. Alright. Its seems to be working now.
2. Purifier Mothership Attached to dragoon flipping upside down randomly
The unit below I called an Interstellar World Purifier. I have a purifier mothership from the warchest attached to the Hammer107's Purifier Eradas Dragoon as seen here:
This is how it is supposed to look like. The moment that the dragoon hosting it starts working, here is what happens:
It flips upside down. Now here is a picture of the SOPs that I am using. Both of them are default and core.
Those are on the model actor that creators the mothership. The dragoon does the walking.
This shows the dragon's attachment points. You'll notice that the attachment point for weapon points backwards. That is why I used sop90 to have it face up.
3. Certain units' attached models won't follow them when morphing.
Right here I have what I call a shadow host. I attached some thorns to the weapon03 attachment weapon of the host model to give it a more menacing look. When it burrows, the model will not follow it into burrowing though. While it stands still, the model also doesn't follow it either. When I tried this with the exact same model, same attachment point, but used a spore crawler instead, it worked perfectly. I wonder why its not working with this model right. More importantly, what can be done to fix this? Also there aren't any other Sops used along with this. Just Sopattachweapon03. This is also happening with lots of other models. I figure once I learn how to get it this one fixed, I will be able to solve the others.
1. It is a rare problem but does happen with some models especially if they were originally doodads.
2. Remember what I said in post #191 about SOp (Explicit Rotation) SOps where the Up vector is not specified flopping? The default SOp90 actor is a perfect example.
3. Firstly use the cutscenes editor to see if the attachment points move when the unit burrows, secondly is the Unit actor being created and destroyed by the morph (eg. Viking) and thirdly try the SOp (Rotator) method.
By "While it stands still, the model also doesn't follow it either" do you mean that when the unit unburrows the models become detached from the host? To fix that will require Reference Set event actions to re-establish the host subject.
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In reply to DrSuperEvil:
1. As I said in those cases try SOp(Rotator) to force them to update their bearings.
2. What direction the actor considers up. If not specified it uses the up from the global map grid so if a unit goes over rough terrain the relative up direction can flip from positive to negative resulting in the model flopping.
3. Sounds like on morph you are losing the Hosting: Host - Subject for your attachments probably because your Unit actor is being destroyed and recreated on morph. Maybe use an actor alias?
4. Structures are kept in place by lacking the Move ability, having a footprint and lacking the Movable flag under Unit: Flags. This is why all mobile structures use a Morph ability to morph into a mobile stage and a Morph Placement ability to place it again.
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
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In reply to DrSuperEvil:
1. Yes. I tried this again, but this time adding an axis tweak a tiny a bit and it worked perfectly.
2. Understanding X,Y,Z.
So that is what those fields do. That makes things somewhat more clear. Something I am not clear on though is how I would understand what directions points such and such a direction in relation to the model to start with. I was having a look at models for rotation specs. I see a blue, green and red circle in the field for rotation. Which x,y and z planes do these colors represent for one thing? Maybe I am going about understanding this the wrong way.
3 and 4.[Solved]
For now I don't really have any other questions. I am mostly trying to get a number of special composite units with attachments done. Today I am going to be seeing if I can understand how texture changing is done. I am also having some trouble with this other unit.
This unit requires some work with explicit rotations since I am trying to get the top of the docking bay model facing forward. I've already asked about explicit rotations of course. If you have any other information that you think could help me get this figured out, that would be great.
1. remember that it must be the smallest accepted value.
2, The colours are model specific but the Axis.m3 model is probably the most informative. In general Z is up/down, y is forward/back and x is left/right.
With your new question check you got the Is Local flag enabled and have specified both forward and up vectors. It is often best to have two separate SOp (Explicit Rotation) site operations turning on different planes.
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