I've added some more actors and updated some of the previous entries with more information. Also updated typos.
To everyone who left comments of appreciation, I'm just glad I can help :D
@johney7289 - I'm rusty with modeling and texture, but I AM getting back into it. If you're wondering about either, look up ModCraft by Otixa and Gorandor (Xaragoth). They have a weekly show that covers these topics and provides various content you can use. I was in the most recent one where we made Hex Tiles for boardgame setups.
@Kenterik - The reference to height isn't a mistake on the Text Actor. You can attach text over a unit's head and as such height is very important to this actor. Also, I know that this site is working on something of that sort, but I don't know how complete it is or if it covers what you want. Hit wiki up at the top and take a look. I'm pretty sure that there isn't any wiki that covers all fields/subjects given that there is not one single mapper outside of Blizzard who could tell you everything the editor can do and even if we all got together there would STILL be things we don't know just because of how complex this editor really is :S
I suspect this post answered the question I came here with, though if it did it went over my head. That being said, after having read through it I was for some reason able to solve two actor-related problems I'd been having a lot of trouble with previously almost immediately and I feel like I understand actor events a lot better.
In fact, I was able to create an event where a certain building would become transparent to reveal anything inside when it was highlighted, which I had been unable to do before (even though that wasn't my main question and I'm not sure it was actually answered here). The point being, I understand actors a lot better now.
Also, yes, I like the colours - very nice for a post of this length to have something other than plain text to look at.
I have a summoned unit which gives off a regeneration boost aura. It periodically searches for friendly nearby units, and applies a behavior to them. I Tried to add the medic's heal beam effect to the aura, so that you see the beam, the heal effect, and hear the sound(going from aura to target, like heal is being cast). The sound and heal effect work fine, but the beam doesn't show up.
Hosting - [Anything]: These fields control Site Operations. If you want to change where a beam appears in relation to the unit that creates it, especially in the case of Beams lacking an Attack Actor, these fields will allow you to attach the model to the unit that creates it or offset it from the weapon that fires it.
If your beam doesn't have an Attack Actor this event will also be needed to create itself.
Edit: New info
I Managed to get the beam to appear, But with a problem, When The behavior is applied, the beam is created from the point where the targeted unit is when it is created, to the targeted unit's center. How Can I make the beam originate from the aura unit?
Field Heal Tower Beam
Hosting - Host Impact Site Ops + SOpAttachCenter:Disabled:Disabled
Hosting - Host Launch Site Ops + SOpActionCenter:Disabled:Disabled
Art - Model MedicHealBeam (Unnamed)
Editor - Editor Name Heal Tower Beam
Editor - Editor Suffix
Editor - Editor Prefix
Editor - Editor Description
Hosting - Host Impact + _Unit:Scope Target:Actor Find:Disabled
Hosting - Host Launch + _Unit:Scope Effect:Actor Find:Disabled
Event - Events + (ActorCreation|ActorOrphan|AnimBracketState.*.AfterClosing; AnimName BSD|Behavior.Rejuvenating.Create|Behavior.Rejuvenating.Destroy):(||||):(AnimPlay Standard Stand 0 0.600000 0.500000|AnimBracketStop BSD|Destroy|Create|Destroy)
An alternative way to create moving text is to do like the automated vespene gas harvester and give the text a Mover
My problem is I cannot figure out what the following actor events do?
1. Attach Set Bearings
2. Attachment Set Bearings
3. Attachment Set Position
4. Attachment Set Position From
5. Attachment Set Rotation
6. Attachment Set Rotation From
I have tried testing them on a simple model with attachment system (and another attachment on the attachment) with no luck, what AMs, Names, SOps and targets must I use since nothing has worked so far. I am trying to get the attachment to be turned/tilted on condition preferably able to be done so along the Z axis.
I know there is a method to turn stuff using a hidden idle turret weapon but I am sure there must be a less messy way to do this.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
This event will clear a given animation whenever the unit moves. This prevents animation freezing."
Why is it that no animations show up in the drop down box for [NAME] when I do this? Also, none of the Blizzard units that I've seen seem to use this, except for clearing fidget. Why don't they clear Attack, for example? Is that hardcoded?
I have a problem whose solution eludes me and I'd like to ask you help. I'm currently working on a WarCraft III Battleships-style map and I've just started creating the date for all the ships. Since I intend to leave the data of all the core SC2 units intact, I started working on the first unit (the Recon Fighter) by duplicating every Actor, Effect, Model, Unit and Weapon related to its parent (the Wraith). Then, I made sure that every of these entries refer to each other in the proper way and everything seems to be working out fine... except for one thing.
I've set the "Attachment - Launch Attachment Query +" field for the Attack Actor of the Recon Fighter's bottom laser weapon to "AMFilterWeaponBottom:Center", which is the same value the original Wraith uses. However, when my Recon Fighter fires this weapon, the missile does not originate from the bottom weapon attachment point, but instead originates from the terrain vertex directly below it.
The funny thing is I've tried setting the Wraith's launch attachment query field to, say "AMFilterWeaponLeft:Center", and then it fires the laser from the left missile launcher as expected. However, when I do this to the Recon Fighter's Attack Actor the laser still originates from the ground.
I'm at a complete loss at why the game is not reacting the way I'd expect it to. Perhaps you could help me out with this?
P.S.: I absolutely love your tutorials, they've helped me so much to understand the rather complex interconnections between actors and other data types.
Edit: Solved the problem myself, the "Art - Missile" field in the Attack Actor was set to some bogus value.
I have a summoned unit which gives off a regeneration boost aura. It
periodically searches for friendly nearby units, and applies a behavior
to them. I Tried to add the medic's heal beam effect to the aura, so
that you see the beam, the heal effect, and hear the sound(going from
aura to target, like heal is being cast). The sound and heal effect work
When The behavior is applied, the beam is created from the point where the
targeted unit is when it is created, to the targeted unit's center. How
Can I make the beam originate from the aura unit?
Host Launch + and Host Impact + are responsible for determine where the beam originates and ends. You will want to set the aura unit as the launch point and the impact point as an alias. I would recommend using _Selectable and actually removing this alias from your aura unit so that it can't pick itself.
This event will clear a given animation whenever the unit moves. This
prevents animation freezing." Why is it that no animations show up in
the drop down box for [NAME] when I do this? Also, none of the Blizzard
units that I've seen seem to use this, except for clearing fidget. Why
don't they clear Attack, for example? Is that hardcoded?
You first need to click "Customize" and add a name to the list. You're not actually picking the name of the animation. You're picking the label you've given the animation during Animation Play or Animation Bracket BLAH.
You don't actually NEED the animation clearing event. This is there primarily for anyone who experiences animation freezing caused by abilities with very low or no cool down. If you give a unit an ability with no cool down and shift spam the ability, eventually the animation freezes and the unit surfs everywhere.
If you look closely, they actually clear attack when the weapon stops firing with WeaponStop.*.Attackstop > AnimBracketStop Attack
I've tried to make a Action Editor with your Tutorial only it doesn't seem to work all that much. Still got the missile on the ground. Haven't got this working for quite some while. I don't know if you can spot the error. I don't see any =3.
(First check the Art - Missile field to see if you have an actor chosen instead of custom text)
It looks like you created the actor as something else and then changed its type to Action after the fact (typically because of a misclick when choosing actor type). What happens is that the two actors don't share any of the same fields so the Data Editor (being incredibly dumb) just leaves the new fields blank rather than putting the default (some of which is very important) information in them. I suggest simply deleting the actor and creating a new one from scratch so that all of the default fields have the necessary information.
Huge update coming soon to round out the rest of the Actors. I'll also be creating catalogs for other ares of the Data Editor with a wide range of choices (IE Behaviors, Effects, Abilities etc). Look for these in the coming months.
Not to spam with just a complement but ive been looking for a post like this for months... with this and some blizz mods ill probably learn everything i need to finish my map. this post has been officially my bookmarked howto :D much appreciated!
I've created catalogs similar to this for many other parts of the Data Editor that I'll be releasing in the near future when I have time to do so in an organized fashion. I've also expanded this catalog to include every actor (in the updated version on my computer) that I'll post at the same time :)