Event Macro Runnable is quite different then what I thought. It permits one to simply create it at an actor, and by doing so, send to that actor all the messages contained within.
This changes Reghars animation blends considerably,
Delta Sums is the relative position actor I think you wanted
<!-- Status Bar --><CActorSiteOpDeltaSumid="SOpStatusBarStabilizer"><DeltasSubject="MountModel"><AttachQuerySourceMethods="Origin"/><AttachQueryTargetMethods="Overhead"/></Deltas><DeltasSubject="_Selectable"><AttachQuerySourceMethods="Origin"/><AttachQueryTargetMethods="Overhead"/></Deltas><DeltaSumFlagsindex="ZOffsetOnly"value="1"/></CActorSiteOpDeltaSum>
From here we can see that adding the second host adds its delta between the attach points to the overall offset. Thus preserving the status bar height, mount or no mount.
After exploring the galaxy header files, I discovered more Actors and Siteops. Will have them each in their own section, along with my speculation of each.
Actors
ModelMaterial - Possibly define a model material for dynamic squib impacts
ForceLineSegment - Force that is one direction only?
EventMacroRunnable - Possibly allows actor events to be added at run time to actors
Overrides - Possibly allows actor events to be changed at run time?
SiteOrbiter (like Rocker) - Like rocker, but for orbiting about an object.
Site Ops
Orbiter - This is mostly for convenience, since this can be duplicated (badly) by a mix of offsets and rotators.
GameCameraFollow - Possibly quite useful to make something stay on screen at all times.
DeltaSum - Unknown
PersistentOffset
Tether - Possibly a variable local offset (can get up to a certain distance from the host)?
Model Material, if you play storm, is how Living Bomb does its graphic, same with black arrow from Sylvannas.
@abvdzh: Go
Yes
Site Actor, which is then used...
Forgot to Add
Model Material is hilariously powerful. You can now apply other materials on top of the host.
And to make things even nicer, in the Global Config actor, you can setup which model material wins when multiple are applied
Ok, went digging for usages examples
Event Macro Runnable is quite different then what I thought. It permits one to simply create it at an actor, and by doing so, send to that actor all the messages contained within.
In this case, it is created via Skin data and does the texture swapping in Storm for skins.
Overrides lets you override the model animations and apply custom animation blends at will.
This changes Reghars animation blends considerably,
Delta Sums is the relative position actor I think you wanted
From here we can see that adding the second host adds its delta between the attach points to the overall offset. Thus preserving the status bar height, mount or no mount.
After exploring the galaxy header files, I discovered more Actors and Siteops. Will have them each in their own section, along with my speculation of each.
Actors
ModelMaterial - Possibly define a model material for dynamic squib impacts
ForceLineSegment - Force that is one direction only?
EventMacroRunnable - Possibly allows actor events to be added at run time to actors
Overrides - Possibly allows actor events to be changed at run time?
SiteOrbiter (like Rocker) - Like rocker, but for orbiting about an object.
Site Ops
Orbiter - This is mostly for convenience, since this can be duplicated (badly) by a mix of offsets and rotators.
GameCameraFollow - Possibly quite useful to make something stay on screen at all times.
DeltaSum - Unknown
PersistentOffset
Tether - Possibly a variable local offset (can get up to a certain distance from the host)?
Tilter - Not sure.