i just started back today since the beta went down weeks ago. the doodads that used a site oeprator (explicit rotation) arent 'flipping / rotating' properly. i tried making brnd new site oeprators and using fresh doodad/actors but they dont seem to respond to them anymore. anyone got any insight?
mine are, well i dont see a 'local rotation' but i did set the 'is local' to true. i thought that just allowed the model to rotate if set to true, and if set to false made the model face the way the site operator made it face always (static). is there a field here im not seeing?
and it all worked before the patch. i made some things that were faced 'sideways' by default, face 'upwards' with the site operator. now that i open the map, the doodads with the site operator have flipped back to their default direction. please elaborate. :)
Hmm, that's strange. Did you duplicate the actor or did you just modify one of the base actors? If its a base actor, it probably got reseted because of the patch. My rotated duplicate actors (viaHost Site Operations - Operations) are not having your issue.
I do remember that before you had to manually type out the ID, and now you just select it from a list.
yeah, now that its a list is nice. the site operators are working fine for units, but i cant get them to work for a doodad. i cant remember if i duplicated the actors of the doodads or not, or the site operators. but ive created a fresh site oeprator from scratch and just plugged it into a default doodad i was never using. and it wont flip. you can get your static doodads to flip to a site operator? my projectiles etc... are working with site oeprators correctly. its like some setting is different with the doodads and i cant recognize what it should be....
edit; ive even taken a default doodad, and plugged in the default SoP180 and it wont work for doodads....
By "static doodads" do u mean like "Garage - Destructible"? I just tested this object and seems to work for me. Baring that, I guess it could also be a patch bug.
While the site op field got the "list treatment", the "effectLaunch" field (Actor- action-Token) reverted so that you have to manual type out the ID now (I believe it was a list before). With this patch, it seems alot of map editing stuff got changed/moved. And now its hard to tell if things are done a little differently or an unattended bug. : (
well all my site operators worked just fine, but since beta came back now they wont work... i dont get it. oh well ill figure out what my deal is i guess... :(
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i just started back today since the beta went down weeks ago. the doodads that used a site oeprator (explicit rotation) arent 'flipping / rotating' properly. i tried making brnd new site oeprators and using fresh doodad/actors but they dont seem to respond to them anymore. anyone got any insight?
Maybe you could set the "Local Rotation" field to true?
The model rotation is working on my end.
@Klishu: Go
Ya, i was going to say that too. Make sure your "Is local" field is enabled in your site operations.
mine are, well i dont see a 'local rotation' but i did set the 'is local' to true. i thought that just allowed the model to rotate if set to true, and if set to false made the model face the way the site operator made it face always (static). is there a field here im not seeing?
and it all worked before the patch. i made some things that were faced 'sideways' by default, face 'upwards' with the site operator. now that i open the map, the doodads with the site operator have flipped back to their default direction. please elaborate. :)
@ezbeats: Go
Hmm, that's strange. Did you duplicate the actor or did you just modify one of the base actors? If its a base actor, it probably got reseted because of the patch. My rotated duplicate actors (viaHost Site Operations - Operations) are not having your issue.
I do remember that before you had to manually type out the ID, and now you just select it from a list.
@oldschool01: Go
yeah, now that its a list is nice. the site operators are working fine for units, but i cant get them to work for a doodad. i cant remember if i duplicated the actors of the doodads or not, or the site operators. but ive created a fresh site oeprator from scratch and just plugged it into a default doodad i was never using. and it wont flip. you can get your static doodads to flip to a site operator? my projectiles etc... are working with site oeprators correctly. its like some setting is different with the doodads and i cant recognize what it should be....
edit; ive even taken a default doodad, and plugged in the default SoP180 and it wont work for doodads....
@ezbeats: Go
By "static doodads" do u mean like "Garage - Destructible"? I just tested this object and seems to work for me. Baring that, I guess it could also be a patch bug.
While the site op field got the "list treatment", the "effectLaunch" field (Actor- action-Token) reverted so that you have to manual type out the ID now (I believe it was a list before). With this patch, it seems alot of map editing stuff got changed/moved. And now its hard to tell if things are done a little differently or an unattended bug. : (
@oldschool01: Go
well all my site operators worked just fine, but since beta came back now they wont work... i dont get it. oh well ill figure out what my deal is i guess... :(