Hello I want to design a unit that attacks while moving and faces the enemy while attacking. I succeeded the first one but the second part is not working well. For example, I want my viking attack just like phoenix does. So I added him a turret(copied from the phoenix) and copied all weapon options and other weapon field settings. But the viking wont face the target but the missiles come out of his side/back just like battlecruiser. That's the first problem I'm stuck and the second one is that I made two hellion weapons. One is for the original flame and the other one is for the Horner Han junker hellion. I set the turret both of them to "Hellion" turret. I thought it would work for no doubt but as I tested, only the original hellion flame attacks(I setted both range exactly same). I want the hellion attack both weapons at a time from the hellion turret. What could be the problem? And how do I fix it?
Turrets only work on models that have a TurretZ attachment point. The Viking model lacks that attachment point unlike the phoenix. This means you would need to use a 0 opacity Unit actor that uses a model with a TurretZ attachment point (like a photon cannon) that has an attached Model type actor with all the actor events usually found on a Unit actor. Turrets also need a Turret type actor to be enabled.
For your second problem check the Stats: Backswing field of the weapon, this field prevents other weapons firing for so many seconds after the weapon has fired.
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If I need to create a Model Type Actor by manually, how does the turret work? I mean there should be a already existing model type actor because that's why the phoenix's turret and other things are working.
The unit type actor uses a model with a turret that is hidden and the model type actor looks like the visual you want.
The model used by the phoenix Unit type actor already has a TurretZ attachment point. If the model you want as the visual is lacking it you need to attach the visual Model type actor to a Unit type actor with a turret that is invisible.
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Um.. I tried to figure it out with you map but I think I'm not getting it much. All I can find in the cut scene editor are models and attachments. I don't know where to start.. I'm sorry.
Open the model in the cutscene editor. Go to the Render menu and click the Show Geometry tab and then select Attachment Points to show the attachment points on the model. Press Shift + D to open the Model Data window and click on the Attachment Points folder. This lists all the different attachment points the model has. If you do not see a TurretZ attachment point you are going to need to host your model as a Model type actor on a Unit type actor that uses a model with a TurretZ attachment point.
The Model type actor will need to use a SOp (Attachment) site operation to be hosted on an attachment point on the Unit type actor that turns with the turret. You then use the Set Opacity actor event action to make the Unit type actor invisible.
I cant find the viking model type actor so I'll just make one. But still I don't know how to connect the model actor to the unit actor or create the turret z thingy. I can't even guess where to find turret z settings since I've never seen such thing. Also I found the phoenix turret but can't find any model type actor with the model of phoenix even under the actor data.
Damn its complicated. I only know about things about effects and units and its kind a new to me so please understand. Also my English is poor so I could misunderstand or completely not know what you're saying.
Edit: I just followed exactly same as your tutorial map. And there's a tiny problem.
I want to make the photon cannon look like viking fighter mode and the original model to invisible. I can do the last one but I'm stuck at the first part because I can't just replace the photon cannon model to viking since the turret z is removed as well.
The model either has a turretZ attachment point or it does not. The .m3 format model files can be used for most actor types. There are many that are not linked to a model from the Models data type. If you want to use them for a unit you use a Unit actor type if you want to use them for an attachment then you use a Model actor type.
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I get it about the actor thingy, But I'm curious about your tutorial map. Your sentry unit type actors model is set to photon cannon and the model itself hasn't been change. But in game, the sentry turret has a model of a sentry not a photon cannon. I did the same thing but the viking unit shows both photon cannon and viking. I just want to get the turret z of the photon cannon.
The photon cannon model has a TurretZ attachment point. I have a Model type actor with the sentry model attached to the weapon attachment point of the photon cannon model. If you look at the actor events of the Unit actor you will see a Set Opacity action being used to hide the photon cannon model.
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Just added a event to set opacity to 0. But then now the viking is completely invisible. I checked the model type actor and It was connected to the viking model correctly. What could be mistaken?
Under the Model type actor there is the Properties: Inherited Properties field. because of this the attached model is inheriting the opacity of the actor it is hosted on. Open up that field and disable the Opacity flag.
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It worked! I thought it would be simple but actors are hard :C
Thank you for replying. You're the boss
edit: well since it has two phases (Fighter mode , Assault mode) It looks fine at fighter mode but weird at assault mode. But I don't really care about it so I'll just remove the assault mode button
Hello I want to design a unit that attacks while moving and faces the enemy while attacking. I succeeded the first one but the second part is not working well. For example, I want my viking attack just like phoenix does. So I added him a turret(copied from the phoenix) and copied all weapon options and other weapon field settings. But the viking wont face the target but the missiles come out of his side/back just like battlecruiser. That's the first problem I'm stuck and the second one is that I made two hellion weapons. One is for the original flame and the other one is for the Horner Han junker hellion. I set the turret both of them to "Hellion" turret. I thought it would work for no doubt but as I tested, only the original hellion flame attacks(I setted both range exactly same). I want the hellion attack both weapons at a time from the hellion turret. What could be the problem? And how do I fix it?
Turrets only work on models that have a TurretZ attachment point. The Viking model lacks that attachment point unlike the phoenix. This means you would need to use a 0 opacity Unit actor that uses a model with a TurretZ attachment point (like a photon cannon) that has an attached Model type actor with all the actor events usually found on a Unit actor. Turrets also need a Turret type actor to be enabled.
Here is a link to one of my demonstration maps where I do something similar: https://www.sc2mapster.com/projects/the-assets-of-evil/files/2499781
For your second problem check the Stats: Backswing field of the weapon, this field prevents other weapons firing for so many seconds after the weapon has fired.
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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:
It is an attachment point on the model. Use the cutscene editor to look.
You will need to create the Model type actor. Again please look at the demonstration map for guidance.
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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:
The unit type actor uses a model with a turret that is hidden and the model type actor looks like the visual you want.
The model used by the phoenix Unit type actor already has a TurretZ attachment point. If the model you want as the visual is lacking it you need to attach the visual Model type actor to a Unit type actor with a turret that is invisible.
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:
Open the model in the cutscene editor. Go to the Render menu and click the Show Geometry tab and then select Attachment Points to show the attachment points on the model. Press Shift + D to open the Model Data window and click on the Attachment Points folder. This lists all the different attachment points the model has. If you do not see a TurretZ attachment point you are going to need to host your model as a Model type actor on a Unit type actor that uses a model with a TurretZ attachment point.
The Model type actor will need to use a SOp (Attachment) site operation to be hosted on an attachment point on the Unit type actor that turns with the turret. You then use the Set Opacity actor event action to make the Unit type actor invisible.
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:
There is no Model type actor for the Viking, only a Unit type one. Yes you must make both the Unit type actor and the Model type actor.
Try learning from this tutorial: https://www.sc2mapster.com/forums/resources/tutorials/179664-data-working-with-attachments-beginner-difficulty
The model either has a turretZ attachment point or it does not. The .m3 format model files can be used for most actor types. There are many that are not linked to a model from the Models data type. If you want to use them for a unit you use a Unit actor type if you want to use them for an attachment then you use a Model actor type.
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 photon cannon model has a TurretZ attachment point. I have a Model type actor with the sentry model attached to the weapon attachment point of the photon cannon model. If you look at the actor events of the Unit actor you will see a Set Opacity action being used to hide the photon cannon model.
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:
Under the Model type actor there is the Properties: Inherited Properties field. because of this the attached model is inheriting the opacity of the actor it is hosted on. Open up that field and disable the Opacity flag.
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:
So solved?
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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: