I'm having troubles modifying your tutorial to help me do what I want.. It's very simple too! I just want a different looking building by attaching a building (or 3) together at origin. So they will power down, die, and warp in at the same time. (obviously im talking protoss but those are just examples) I was also hopeint to attach a unrooted spore crawler to it so it could look like it's being carried away. But if I knew how to attach the first two buildings I think I'd be able to figure out the rest.
Firstly, thank you for putting this tutorial out here for us; it has made learning site operations alot easier than I would have initially expected.
I am attempting to make a terran unit (based on the science vessel model) with several auto-turrets attached to it, which I eventually want to fire. However, a feature of the science vessel unit is that it rotates. I followed your steps for the uberlisk closely to attach a turret to the science vessel model, but the turret does not rotate with the science vessel, giving it a detached appearance. The turret moves around with the science vessel, but it does not rotate with it. My biggest question here is: Assuming I followed your steps correctly, should the turret be rotating with the model? Or will I need to set up events on the turret to get it rotating with the science vessel?
@Eltonbrand - I believe I have what you want using custom movers and a few Site Operation actors, but until I get my Retail SC2 patcher working I can't make a test map to confirm. When I work out my issue, I'll throw up a map so you can see if it's what you had in mind :)
First off, great tutorial!
I'm trying to modify it for my own uses, but to be honest I don't actually know what half of the actors do, I'm just following instructions, so half of it was hoping things work for me lol.
I tried to make a modified siege tank with two turrets that shoot laser beams independently; I used your beam tutorial for that part of it :)
I had a couple of problems: first, I used the autoturret model for two turrets. However, it always faces forward, even when shooting to the side. How do I make the turret part of the autoturret turn towards where it shoots? Obviously the base should remain facing forward, which is what it does normally too.
Also, is there any way for each weapon (the two turrets and the tank's own cannon) to pick targets independently? If I attack-move or even just leave it sitting there, they all attack the same target. I understand that they're technically all weapons of the same unit, but is there a workaround for this?
I attached my map if you want to/have the time to take a look, if it helps answer these questions. Thanks a bunch
I had a thought on a way to use this, do you think this would be possible:
- Create 6 behaviors, one for each tentical. You might call them "Has Tentacle 1", "Has Tentancle n+" etc.
- Setup requirements for these behaviors so that the behaviors are removed from the ultralisk based on health. So at < 800 health "Has Tentacle 1" gets removed and < 700 health, "Has Tentacle 2" gets removed.
- Lastly, could you then add behavior events to the actor triggers that would cause them play their death animation, and be removed, when the behavior is removed.
This would allow you to create some cool bosses who's extra attacks (spines) kept reducing as you did more damage to them. Simlar to the old school boss battles.
It would have been nice if you could target the spines separately to destroy them, but I'm not sure this is possible?
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SC2 Name is Stark, author of Battle for Sky Fortress Battle for Sky Fortress Website and Forums
im trying to get into making cool SC2 maps and ive been reading all your tutorials and god you are amazing, how did u start out learning stuff like this? everything is so confusing and theres so many combinations and it just stresses me out trying to learn them all so quick. your pretty incredible and so useful posting step by step instructions i greatly appreciate what your doing!!!
I followed your tutorial and was both slightly surprised at the results I got, and kind of disappointed. The excited part because of how close i got, the disappointed part because not close enough. I am attempting to better understand how all the anchoring and everything works. I think the most difficult part is the creating of the new animations and setting the events correctly.
Could you take a look at the remake I attempted?
I'm not so worried about how the spines are placed on the uberlisk back for now, as i know all i have to do is edit the offsets to get them in place, tho using yours i'm not sure why they are so far off that's not the issue i'm having.
My main issue is the spines attack. They just wiggle, and seem to attack 1 target. The uberlisk will also not attack on his own.
This is way better than my first attempt at which the spine crawlers wouldnt show or attack at all, but i've been over the tutorial 5x now trying to find my error. Could you maybe take a look and give me some pointers?
Great tutorial, but It would have been nice to make tutorial about units that can shoot attached to units. The spinecrawler example is really hard to get and not as usefull as other attachments could be.
Iv been doing this for 2 days and still cannot get this right...When I fix something, something other goes wrong. The unit is attached right, but it doesnt attack :/.
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So I've got that problem you've said is very common with missiles... it's launching from the unit origin. I fiddled with the Events, Host stuff, Site stuff, Launch Site... nothing seems to work. I was hoping that I could avoid using any sort of attachment (I just want the missile to shoot from a point on the unit, not an attachment on the unit), but I tried that method too with no success. I did get the attachment to attach properly to the unit's weapon, just not the projectile to shoot from it. If you could look over it (and maybe find a solution?), that would be awesome. And if an attachment can be avoided, that would be great too. Thanks in advance... and probably a thanks later too.
I named everything Player(whatever object name) to make the objects easier for you to find. When testing, just use Attack and select the location. The missile (photon cannon shot) should fire in the direction you targeted (except in the current build, it's half buried in the floor rather than flying through the air).
Stupid note: yes, the lyote critter as a gun attachment looks really silly... I picked a model at random since I didn't want an attachment in the first place.
Hi, I must start by saying that I realy liked your tutorial!
It's the most complete tutorial I've read so far: you realy explain everyting so that we can all understand correctly no matter our editing skill!
A few little details could need a few precisions here and there but I won't complain: it's fabulous!
Only thing is, it works very well for turret-ish attachments, but in my map I'd like to use site operations to add a hangar to my unit and I'm unsure about how to adapt what I've learned to do so. I've tried using the same base as for the turrets but unfortunately (I don't know why) it dosen't show up. Though my turrets do, so I'm wondering if (one of the only changes I made) the AMFilter thing has to be changed to something precise for this model addition.
If not, what do you think I should be changing to make this functionnal?
For both of you I think it will help you sort out the issues you are having.
@Flettir - I've attached a map to this post. It's a patchwork unit I made that I believe has many of the functions you are striving for. While it's one of my earlier, less efficient setups (when I was still mastering all the parts) it functions as desired with regards to multiple weapons firing simultaneously at separate targets. Check it out and let me know if that helps.
@KratsAU - You should check out this Trigger Attachments Tutorial. I think it has what you're wanting in terms of multi-part units. Also, I believe it would be possible to remove tentacles as health reaches certain points.
You'd need to setup damage responses on the buffs OR create validators that disable buffs until the unit reaches a certain health value. Then you could have the Turret Actor (Actual Turret) and Turret Model Actor (Spine Crawler) have events that destroy them when those buffs are active on the Uberlisk. Something like:
The Behavior could then remove the weapon from the unit.
@Sanctitty - I got started towards the end of the Beta. I began making my own map and realized that I could learn faster by making tutorials. While this make come as a surprise, many of my tutorials are on subjects I knew nothing about prior to making them. Thus I would take something I didn't know how to do, figure it out and then explain it to others. I find that the best test of your skills is whether or not you can teach someone else. The mindset for learning is entirely different when you're trying to figure out the best way to explain it to someone else. :D
@zenx1 - Check out my new Turrets Tutorial. I think this will help you with your turret problems.
@ Wolfnet18 & Yumeii - I don't have time currently to check your maps, but if I remember I'll come back and look at them when I've finished catching up on my work (real life issues put me behind Xp). If after a few days I haven't replied, feel free to post again to remind me :)
@OverPoweredZ - I'm not entirely sure what you are asking. Are you wanting to attach a model and then have hangar units fly out of it? Like with Carrier Interceptors, only on a different unit and based out of this attachment?
No no, basicly I just want an extra model attached to my unit, so I tried adapting the tutorial so I just don't make the things that are only required for turret attachments, but somehow it dosen't show up. I went with logic, but could you just specify me what I do need, what I must change and what I don't need from the tutorial to simply add the extra model? I would REALY appreciate it :)
Awesome tutorial, now I just need to figure out which steps I can skip since all I'm doing is adding a non-animated weapon model to my hero's arm. I have to recheck everything because instead of getting the weapon model on my hero I'm getting the placeholder sphere and if I try to place the unit in the editor it doesn't have a model either. Something I did nuked the model because I copied the unit, actor and model from it's non-attached version (item drop for the player to pick up) and the model shows up.
Edit: Guess I should try the 'easier' attachment tutorial that doesn't include 6 attachments that have missile based attacks.
Would it be possible to pose a link to the other attachment tutorials on the front page, I didn't even notice the easier tutorial until after I tried to do it the hard way and made a post here.
By the way, Im trying to atatch an auto turret to the back of a truck model, the only problem is that the truck has no weapons so i can't add the weapon. Any pointers that could put me on the right track?