Has anybody found a way to use an Actor Message to permanently effect a unit's pitch? I can do it temporarily, but as soon as the unit moves, it resets itself. This has to be done through triggers, not a Site Op in the data editor.
I need this to be doable through triggers. I'm trying to make an air unit dive towards the ground, so the pitch required will be different depending on its target location. I can tell what pitch I need once this effect is initiated, but it won't always be the same.
Unit - Make (Triggering unit) face (Point(0.0, 0.0, 0.0)) over 0.0 seconds
Like that? Or do you need the trigger to actually control its movement toward the point as well?
There are also actions like:
Unit - Make (Triggering unit) face ((Position of (Triggering unit)) offset by 0.0 height) over 0.0 seconds
If you wanted it look below itself(dive bomb), obviously if you wanted it to slowly dive toward the ground change the over 0.0 seconds to like 1 second or something.
Your description of what you wanted is a little generic and hard to work with. Those are only guesses as to what you might be looking for.
Well, I'm trying to design a passive ability that makes Void Rays dive towards a nearby target when they would normally die. Basically, even if your Void Rays get totally wiped out, you'll still inflict some damage. I found the best way to do this was through triggers:
I order the Void Ray to move to the position of a nearby unit (position...not the unit itself, because I want it to be avoidable). While it's moving, I've tried using Set Rotation actor messages and Site Op (Explicit Rotations) to make it look downwards, but so far no luck. It changes height and moves to the point just fine. Even the detonation effects and whatnot look presentable, but right now it looks more as if its making an emergency landing or something, since it lowers itself parallel to the ground.
I thought about using a sliding effect. Basically a series of periodic moves (instant) and then applying the Set Rotation actor message after each to maintain the correct look, but I felt that might slow down the game if a bunch of units were being moved simultaeneously. I know how to find the appropriate pitch, I just can't make the unit hold the rotation once it starts moving.
I've tested the functions you're describing and using a point with a Z offset only changes their yaw, not their pitch (at least back in beta when I tested it).
Well, I can honestly say I don't know where pitch is controlled.
I thought it might have been in the same place as the height control for the phoenix graviton beam behavior, since that modifies height I figured there might be a pitch/yaw tag somewhere as well but no luck.
The ONLY thing I can think of is something like when the voidray dies, have it fire a projectile with the model of a voidray, and remove the actual voidray... projectiles seem to naturally have a pitch that steers toward their target. I know it sounds heinous and totally lame, but it would probably work. And since it's an attack you could even have it "crash".... like it could do a siege tank type aoe where it hits for instance. Since its a projectile it would be perfectly happy doing those type of things. lol
Sorry I couldn't be of more help. Maybe someone else can.
That was actually the first thing I tried, but it didn't look very good and the game crashed every time I tried to attach an explosion or smoke trail to it. I've thought about making the initial Void Ray go invisible and using an attached Void Ray to display the effect. I have a feeling that would hold Set Rotation messages, but I was hoping there would be an easier route...
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Has anybody found a way to use an Actor Message to permanently effect a unit's pitch? I can do it temporarily, but as soon as the unit moves, it resets itself. This has to be done through triggers, not a Site Op in the data editor.
@wingednosering: Go
As far as I know you should be able to edit the Yaw Pitch in the Turret the unit uses in the Data Editor.
I need this to be doable through triggers. I'm trying to make an air unit dive towards the ground, so the pitch required will be different depending on its target location. I can tell what pitch I need once this effect is initiated, but it won't always be the same.
Also, my unit doesn't use a turret.
Well, I'm trying to design a passive ability that makes Void Rays dive towards a nearby target when they would normally die. Basically, even if your Void Rays get totally wiped out, you'll still inflict some damage. I found the best way to do this was through triggers:
I order the Void Ray to move to the position of a nearby unit (position...not the unit itself, because I want it to be avoidable). While it's moving, I've tried using Set Rotation actor messages and Site Op (Explicit Rotations) to make it look downwards, but so far no luck. It changes height and moves to the point just fine. Even the detonation effects and whatnot look presentable, but right now it looks more as if its making an emergency landing or something, since it lowers itself parallel to the ground.
I thought about using a sliding effect. Basically a series of periodic moves (instant) and then applying the Set Rotation actor message after each to maintain the correct look, but I felt that might slow down the game if a bunch of units were being moved simultaeneously. I know how to find the appropriate pitch, I just can't make the unit hold the rotation once it starts moving.
I've tested the functions you're describing and using a point with a Z offset only changes their yaw, not their pitch (at least back in beta when I tested it).
That was actually the first thing I tried, but it didn't look very good and the game crashed every time I tried to attach an explosion or smoke trail to it. I've thought about making the initial Void Ray go invisible and using an attached Void Ray to display the effect. I have a feeling that would hold Set Rotation messages, but I was hoping there would be an easier route...