I have a very confusing issue. I have a structure with a model addition with a turret on it. When I pre-place the structure in the editor, the turret activates properly, but if I build the structure, or morph to it from another unit, the turret will not activate. Also, what causes the turret enable event to trigger? I can't find any connection between the turret and turret actor and the rest of the unit.
Awesome tutorial. I've been able to do an amazing amount of various things using the fundamentals discussed in this tutorial. Do you know of any references to projectile turrets. I've watched onetwo's tutorial on duplicating a photon cannon but some of it didn't really explain why it was done in that order or why it was done at all. I'm looking for something reading off the various parts and what effect they have on the turret as a whole. Appreciate you taking your time to do the tutorials. I've watched most of the beginner and intermediate tutorials you've done so far and learned tons.
i can get my turret to fire just fine, but the model for the turret won't rotate with it D:
(i've attached a stargate to a warp gate)
i've checked through this tutorial multiple times and can't seem to find the answer to my problem...
any help? :3
Hey,
Thanks for this tutorial :)
Now i wanted to try this for a unit,
i wanted to give the hellion to 2 turrets next to each other one firing blue flames one firing red.
But when i follow this tutorial and change the models, somethings go wrong.
First I am not able to see the attack, also I lose control of the hellion when he tries to attack.
Anyone knows what i did wrong?
hi im a wee bit of a noob when it comes to the data editor and at the
point where it says delete behaviors/ abilitys: how do you do that?
theres no delete/cut/ remove button or left click? how do you do it?? do
you duplicate everythig and delete what you do???
By opening the Abilities + and Behaviors + fields on the right and clicking the red X after selecting each one.
Got a little problem, everything works great, but my turret is inside my
bunker.(it should be on top of the bunker) So i guess there is someting
wrong with the offset of the turret. I checked the offset numbers but
they are ok. Does anyone know what i forgot?
Great tutorial tho.
The order of SOps is important. If you didn't order them correctly (Attachment SOp > Offsets > Tilts/Rotations) then some of the SOps simply don't work.
I've been using Site operations to attach a baseball bat to a zealot,
trying to place it so it lines up well with his blade(or even better
overlaps it) but I can't seem to get the rotations right. Can anyone
explain how the forward and up vectors work? or even just give me the
xyz using any combination of site operations? I've tried offset and
rotation(with hold position set to true, although the constantly
rotating bat gave me ideas lol)
The Forward and Up vectors function as follows:
Z is the up/down axis. Self explanatory.
-X is to the models right, +X is to the models left
-Y is forward, +Y is backward
Keep in mind that these spin around to match the angle of attachment. So all of these are relative to the models current state.
What happens if the object you're trying to attach to has no attachment
points. For example, doodads has no attachment points. Would it still
possible to use this method to attach with some tweaking? Cause what
happens for me is that the object that is attaching to the doodad is
just appearing at the origin of that doodad. The local offsets are not
applying.
You can still attach things without attachments points, the attachment just defaults to origin where you will have to offset from. The attachment also won't follow the host model's animations.
As far as doodads go, I know there are a lot of problems with applying SOps to them. This is something I have worked on and will eventually explain in greater detail.
I'm helping this guy with his map and I'm putting my naval ships in for him.
I'm currently making him a missile cruiser which has 2 of the terran missile turrets as weapons, fore and aft.
I've set it up according to the guide and have "launch force shite" checked. However it will still come from the core model (this is a custom model I made for ww2 diplo and it has 4 weapon attachment points, of which this one is attached to weapon 01.
Now if I change the "target - launch request+" field to the turret actor modelattachment it will fire from the base of the turret. However I want to fire from "overhead" or some other attachment point that is not buried in the "hull" of the boat. The missile launches fine its just the launch point.
Now in the launch effect I have the Launch Location+ field set to "outer point" and the site actor is as follows:
Host site ops+ sopattachweapon01 (the missile turret model has no "weapon" attachment point but it has weapons 01-04. I have tried overhead as well but still no luck.
The missile turret modelattachment is linked properly to the host unit model with all the offsets etc. Its core attachment is origin (center bugs out if it has too many actors attached to it for some reason).
Can you (or anybody else) give me a hand here?
The guy I'm helping has asked for me not to share the map, but I could pm it if needbe.
If you're using a custom model I'll need a copy of the map to make sure you have a model that can actually support what your trying to do. I'll take a look when you toss me a PM :)
Ok for stuff like this the site actor you listed is a bit wrong.
the thing is the "host supporter+" field is what really determines it.
So what I did (this didn't work in the attack actor but it DID work in the site actor) is I set the actor (site) fields to these:
Host+ = the turret model.(actor find)
Host Supporter+ = the turret model (actor find)
When I did that and linked it back to the attack actor it worked perfectly. Even better, the missiles fire from alternating left and right launchers on the missile turret, just like in game!
Anyways thanks a bunch! You have made some VERY helpful guides here. I got some great leads from them :)
i did manage to throw a few model attachments into my zombies map after the update, but not quite as specific or technical on the attachment points/methods. good thread though
also, that idea about a missile w/ turrets sounds amazing. maybe next summer i can work on a new map with that in it. what i was picturing was a missile mover with a supersized seeker missile model and like 4 turrets attached to it that shoot at everything on the ground... (obviously it would be an ability type attack, not something that fires every 5 seconds). would make for one impressive piece of work. maybe a giant siege tank that's deployed could fire it, like some kind of mega artillery...
i'm brainstorming... damnit... anyway i love this thread and i'll visit it if i want to get into this area of attachments (i have a basic idea of attachments, but i haven't actually practiced the exact data methods to offset attachpoints and apply em to turrets/bones/etc.)
I'm getting some kind of a weird bug, I followed your instructions as best I could, save for changing NE NW SW and SE to Top Bottom Left and Right, but now whenever I try to place the nexus, the galaxy editor crashes. any idea what might be causing this?
So the missiles seem to refuse to launch from the weapon (using the Auto Turret model). It's only launched from the base of the original unit, despite how much I've experimented and have yet to get it working properly.
I have a very confusing issue. I have a structure with a model addition with a turret on it. When I pre-place the structure in the editor, the turret activates properly, but if I build the structure, or morph to it from another unit, the turret will not activate. Also, what causes the turret enable event to trigger? I can't find any connection between the turret and turret actor and the rest of the unit.
im kinda new to the editor where can I set the local offset?i create the actor but i cant change there anything...
I attached a turret to a probe, it rotates and fires as it should except that the launch origin is from the probe instead of the turret... help?
@ProzaicMuze: Go
Awesome tutorial. I've been able to do an amazing amount of various things using the fundamentals discussed in this tutorial. Do you know of any references to projectile turrets. I've watched onetwo's tutorial on duplicating a photon cannon but some of it didn't really explain why it was done in that order or why it was done at all. I'm looking for something reading off the various parts and what effect they have on the turret as a whole. Appreciate you taking your time to do the tutorials. I've watched most of the beginner and intermediate tutorials you've done so far and learned tons.
i can get my turret to fire just fine, but the model for the turret won't rotate with it D:
(i've attached a stargate to a warp gate)
i've checked through this tutorial multiple times and can't seem to find the answer to my problem...
any help? :3
Hey, Thanks for this tutorial :) Now i wanted to try this for a unit, i wanted to give the hellion to 2 turrets next to each other one firing blue flames one firing red. But when i follow this tutorial and change the models, somethings go wrong. First I am not able to see the attack, also I lose control of the hellion when he tries to attack. Anyone knows what i did wrong?
How do you make anything else then a beam work with the turrets?
My unit is using a perdition turret and the fire is always created on the base unit's attack point.
By opening the Abilities + and Behaviors + fields on the right and clicking the red X after selecting each one.
The order of SOps is important. If you didn't order them correctly (Attachment SOp > Offsets > Tilts/Rotations) then some of the SOps simply don't work.
The Forward and Up vectors function as follows: Z is the up/down axis. Self explanatory. -X is to the models right, +X is to the models left -Y is forward, +Y is backward
Keep in mind that these spin around to match the angle of attachment. So all of these are relative to the models current state.
You can still attach things without attachments points, the attachment just defaults to origin where you will have to offset from. The attachment also won't follow the host model's animations.
As far as doodads go, I know there are a lot of problems with applying SOps to them. This is something I have worked on and will eventually explain in greater detail.
By disabling the turret with the Turret Disable actor event when the ability is inactive.
Hey ProziacMuze I've got an issue myself.
I'm helping this guy with his map and I'm putting my naval ships in for him.
I'm currently making him a missile cruiser which has 2 of the terran missile turrets as weapons, fore and aft.
I've set it up according to the guide and have "launch force shite" checked. However it will still come from the core model (this is a custom model I made for ww2 diplo and it has 4 weapon attachment points, of which this one is attached to weapon 01.
Now if I change the "target - launch request+" field to the turret actor modelattachment it will fire from the base of the turret. However I want to fire from "overhead" or some other attachment point that is not buried in the "hull" of the boat. The missile launches fine its just the launch point.
Now in the launch effect I have the Launch Location+ field set to "outer point" and the site actor is as follows:
Events+ UnitBirth.MissileCruiser Create UnitDeath.MissileCruiser Destroy
Host+ (Missile Turret Model Attachment)
Host site ops+ sopattachweapon01 (the missile turret model has no "weapon" attachment point but it has weapons 01-04. I have tried overhead as well but still no luck.
The missile turret modelattachment is linked properly to the host unit model with all the offsets etc. Its core attachment is origin (center bugs out if it has too many actors attached to it for some reason).
Can you (or anybody else) give me a hand here?
The guy I'm helping has asked for me not to share the map, but I could pm it if needbe.
If you're using a custom model I'll need a copy of the map to make sure you have a model that can actually support what your trying to do. I'll take a look when you toss me a PM :)
Ok I sent the PM.
Thanks a bunch :)
Aha!
I belive I have done it.
Ok for stuff like this the site actor you listed is a bit wrong.
the thing is the "host supporter+" field is what really determines it.
So what I did (this didn't work in the attack actor but it DID work in the site actor) is I set the actor (site) fields to these:
Host+ = the turret model.(actor find)
Host Supporter+ = the turret model (actor find)
When I did that and linked it back to the attack actor it worked perfectly. Even better, the missiles fire from alternating left and right launchers on the missile turret, just like in game!
Anyways thanks a bunch! You have made some VERY helpful guides here. I got some great leads from them :)
coulda told me about this fockewulf... lol
i did manage to throw a few model attachments into my zombies map after the update, but not quite as specific or technical on the attachment points/methods. good thread though
also, that idea about a missile w/ turrets sounds amazing. maybe next summer i can work on a new map with that in it. what i was picturing was a missile mover with a supersized seeker missile model and like 4 turrets attached to it that shoot at everything on the ground... (obviously it would be an ability type attack, not something that fires every 5 seconds). would make for one impressive piece of work. maybe a giant siege tank that's deployed could fire it, like some kind of mega artillery...
i'm brainstorming... damnit... anyway i love this thread and i'll visit it if i want to get into this area of attachments (i have a basic idea of attachments, but i haven't actually practiced the exact data methods to offset attachpoints and apply em to turrets/bones/etc.)
@thepumaman1: Go
Uhh.. FYI I figured this out like... yesterday :/
I'm getting some kind of a weird bug, I followed your instructions as best I could, save for changing NE NW SW and SE to Top Bottom Left and Right, but now whenever I try to place the nexus, the galaxy editor crashes. any idea what might be causing this?
windows... most likely
@thepumaman1: Go
Uhh probably not... you may get to create a whole new map.. sc2 mapeditor bugs hard like that.
So the missiles seem to refuse to launch from the weapon (using the Auto Turret model). It's only launched from the base of the original unit, despite how much I've experimented and have yet to get it working properly.
Turret Actor:
Turret Site:
Attack Action:
I gave as much info as I felt necessary, I can add more if you need it.
If I understand you correctly, you are using a Missile instead of a Beam? Or are you actually using a Beam, but just called it a Missile?
This affects how I recommend fixing the problem.