Hello SC2Mapster, I have returned once again due to my problems in map making!
The problem is, there is a custom unit with the model of a Warp Prism. Whenever I apply the new skin made by Blizzard, it just... Starts walking in weird directions. This only happens when the unit "Transforms" into the Phasing mode, and goes back to Transport mode. Does anyone here know what is going on? Maybe suggestions?
Hello! Thanks for the answer once again! How do I check for turrets in the actor and the model? As far as I know, there is no sections in the model/actor panel called "Turrets." Should I check the events section?
The only thing so far that worked was to remove the turret of the unit itself - which was pointless since a Warp Prism without the rotation doesn't feel right. Will there be another way?
---- EDIT -----------
And this seems to happen to this "Custom" unit only - which was duplicated using the original Warp Prism. Blizzard's Warp Prisms work fine when their models change into this "Skin" version. What could be going on? Why does the custom unit work fine when using the normal Warp Prism model, and do this "MOONWALKING" when using the Skin version? I just don't understand. Is there something fundamentally different going on with the two models?
---- EDIT ----
After numerous tests, I found out that in the case of normal Blizzard Warp Prisms, they have the same "Facing" before and after the morphing. However in the case of my unit, the "Facing" seems to change when morphing. For example, before the morphing, my Warp Prism faces south. After transforming - it faces north. And its movement direction is messed up.
---- EDIT ----
After even more testing, another thing I found is that the rotation speed changes depending on which model I use - using the normal Warp Prism model - which works really fine - is very slow. While the skin version's rotation speed on my unit seems to be fast.
Open the models in the cutscenes editor and check for a TurretZ attachment point. Under the Units data type is the Combat: Weapons - Turret field and there is a type of actor called Turret which needs to be recreated under some circumstances (usually one of the top five events of a Unit type actor creates one).
So you saying your custom model has a hardcoded rotation speed? Tried using a SOp(Smooth Rotation) SOp?
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Open the models in the cutscenes editor and check for a TurretZ attachment point. Under the Units data type is the Combat: Weapons - Turret field and there is a type of actor called Turret which needs to be recreated under some circumstances (usually one of the top five events of a Unit type actor creates one).
So you saying your custom model has a hardcoded rotation speed? Tried using a SOp(Smooth Rotation) SOp?
Thanks for the answer once again! Hmmm..... I'll check the SOp of the actor. And the turret can be found in the Cutscene Editor I see. And no, it is not a custom model - its actually the "Nerazim Warp Prism" model. As I mentioned previously, using the normal Warp Prism Model works fine - the error only occurs when I change the unit's model to "Nerazim Warp Prism" made by Blizzard Entertainment.
As it is basically a duplication of the Warp Prism, everything except the fact that it is a ground unit and having weapons is the same = which means yes, it does have a turret for it to rotate in the Phasing mode.
Then after the skin swap you probably need to recreate the Turret actor on the actor for the unit.
Yeah I kind of predicted that answer might come after I saw different turrets being used by the Titanic Warp Prism and the normal Warp Prism. I guess your answer confirmed my suspicions. Thanks for the rescue yet again, Dr. Super Evil!
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Hello SC2Mapster, I have returned once again due to my problems in map making!
The problem is, there is a custom unit with the model of a Warp Prism. Whenever I apply the new skin made by Blizzard, it just... Starts walking in weird directions. This only happens when the unit "Transforms" into the Phasing mode, and goes back to Transport mode. Does anyone here know what is going on? Maybe suggestions?
Help will be greatly appreciated! :D
Check for any turrets on the model and 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
In reply to DrSuperEvil:
The only thing so far that worked was to remove the turret of the unit itself - which was pointless since a Warp Prism without the rotation doesn't feel right. Will there be another way?
---- EDIT -----------
And this seems to happen to this "Custom" unit only - which was duplicated using the original Warp Prism. Blizzard's Warp Prisms work fine when their models change into this "Skin" version. What could be going on? Why does the custom unit work fine when using the normal Warp Prism model, and do this "MOONWALKING" when using the Skin version? I just don't understand. Is there something fundamentally different going on with the two models?
---- EDIT ----
After numerous tests, I found out that in the case of normal Blizzard Warp Prisms, they have the same "Facing" before and after the morphing. However in the case of my unit, the "Facing" seems to change when morphing. For example, before the morphing, my Warp Prism faces south. After transforming - it faces north. And its movement direction is messed up.
---- EDIT ----
After even more testing, another thing I found is that the rotation speed changes depending on which model I use - using the normal Warp Prism model - which works really fine - is very slow. While the skin version's rotation speed on my unit seems to be fast.
Open the models in the cutscenes editor and check for a TurretZ attachment point. Under the Units data type is the Combat: Weapons - Turret field and there is a type of actor called Turret which needs to be recreated under some circumstances (usually one of the top five events of a Unit type actor creates one).
So you saying your custom model has a hardcoded rotation speed? Tried using a SOp(Smooth Rotation) SOp?
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
In reply to DrSuperEvil:
Does the unit itself have a turret?
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
In reply to DrSuperEvil:
Then after the skin swap you probably need to recreate the Turret actor on the actor for the unit.
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
In reply to DrSuperEvil: