Which axis do you need?
Z is height, and it cannot be negative.
X and Y are position coordinates.
You could change unit facing dynamically with a loop while moving the unit around, assuming that's what you need.
Unit tilt and pitch is possible but complex, you'd have to hide the model of say, a baneling. Then, attach a dummy model using site operations and give it a tilt. Animations will not play unless triggered, however.
Umm Im not talking about Facing.... Or Heightt .... Im talking about rotating the actual model...... So.... say i had a marine flying threw the air. I want to rotate him so he flys like super man through the air.
So you want the marine to go up and then sorta lie-down on the air like superman?
That would be using tilt, something blizzard has not yet implemented, so i don't think it's possible without a very complex workaround.
Nevermind, it's impossible.
Site operations (more accurately model addons) have to be made pre-set in the data editor, then linked via events to the unit you want modified. Setting opacity will not work either, since the model is not registered to the unit (same reasons why attached model animations will not play when you attach a model to a unit).
The only way i can think of would be a custom model of a marine facing downwards, OR you could try making a new unit and giving it the model of the dead marine, although there would probably be blood and dead flying marine would look strange.
Yeah from my understanding Site operations can rotate the unit through data......
And from what your saying it has to be applied by an actor dectecting some kind of unit event or an event occuring on the unit.
Would it be possible to apply a site operation through a trigger?
I believe Ive seen .... an apply site operation to actor .... in the send message list... could this work? Im kinda feeling out how im gonna need to attack this.
keep in mind IM fully aware how to do basic actor events doing stuff....
Its monday morning hoping to get some more ideas regarding this......
Best option so far has been to actually add a animation to a unit in a 3d program.... thats a bit over my head
Im looking for a way to rotate a unit using triggers. Im trying to simulate the way missile movers can rotate units to the arc of the path they travle. But by using triggers.......
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Rotate Actor *should* work. I remember being able to use it before.
However, any movement cancels the rotation and will reset the actor to it's normal rotation. So if you're "walking" with the actor, then you'll have to use site rotation.
If you're moving it instantly via trigger then, I think, Actor Rotation works (have it after the movement action, just to make sure).
well Im trying to do same thing but i got a air unit with.
Movement system that uses W A S D like a arrow key movement system i got a viking that looks great than he walks but than he flys he dont tilt or what to call it than i turn -.- any one know how to make him tilt like air units do than they turn.
Im using:
Unit - Make (Picked unit) face ((Facing of (Picked unit)) + 4.0) over 0.0 seconds
so i want him to tilt -.-
not only change facing.
Looking for the simplest way to rotate a unit around any of its given 3d axis.
There is an actor message - Rotate Actor
But this does not seem to have any effect.
Basically I have a unit being moved through the air and I want it to be slightly rotated.
Is it possible to do this purely with triggers.
Or does it require host site operations?
Umm Im not talking about Facing.... Or Heightt .... Im talking about rotating the actual model...... So.... say i had a marine flying threw the air. I want to rotate him so he flys like super man through the air.
See link for an example... if you dont know how superman flys. http://motorracing.getpaidfrom.us/files/2008/06/superman-flying.jpg
@obliviron: Go
Complicated work arounds work for me. I need it be be controlled by a trigger though.
I have a feeling im gonna have to spend a week end learning how host site operations work.
Somebody said they did it by modifying the model.
Yeah from my understanding Site operations can rotate the unit through data......
And from what your saying it has to be applied by an actor dectecting some kind of unit event or an event occuring on the unit.
Would it be possible to apply a site operation through a trigger?
I believe Ive seen .... an apply site operation to actor .... in the send message list... could this work? Im kinda feeling out how im gonna need to attack this.
keep in mind IM fully aware how to do basic actor events doing stuff....
Modifying the Model directly through triggers?
@SouLCarveRR: Go
Best way of doing it in my opinion is: export model to an modeling program, add in an animations. Use animation while flying.
Its monday morning hoping to get some more ideas regarding this......
Im looking for a way to rotate a unit using triggers. Im trying to simulate the way missile movers can rotate units to the arc of the path they travle. But by using triggers.......
shameless bump.....
I want to rotate a unit with triggers the way a missile mover can rotate units.
Rotate Actor *should* work. I remember being able to use it before.
However, any movement cancels the rotation and will reset the actor to it's normal rotation. So if you're "walking" with the actor, then you'll have to use site rotation.
If you're moving it instantly via trigger then, I think, Actor Rotation works (have it after the movement action, just to make sure).
if its spose to work ... Im not having much luck using it =(
well Im trying to do same thing but i got a air unit with. Movement system that uses W A S D like a arrow key movement system i got a viking that looks great than he walks but than he flys he dont tilt or what to call it than i turn -.- any one know how to make him tilt like air units do than they turn. Im using: Unit - Make (Picked unit) face ((Facing of (Picked unit)) + 4.0) over 0.0 seconds so i want him to tilt -.- not only change facing.
Problem solved thx for the tips about ''Actor Rotation'' thats what you need to use :)