Science Vessel: Rendered invisible, unselectable.
Goliaths/Merc Goliaths: No top, Legs with a platform. BONUS: the Merc Goliath has an underhull turret build right in... looks damn cool.
Infested Missile Turret: Looks much the same as the regular, except it has those tentacles attached to it.
Diamondbacks: These look like futuristic speed boats, pretty cool.
Hive Mind Emulator: Looks alright, radar dish is missing.
Drakken Laser Drill: Giant Platform on 3 legs without the laser turret.
Virophage/Spore Cannon: Green/top area missing, only the base with 2 tentacles/spined circles remain.Can see the ground in the middle of it.
Terratron: No longer has a head, unselectable
Perdition Turrets: picture a steel ring, you can see the ground in the middle of it.
Nope. You can only move the TurretZ attachment and there's some oddities. There's a post in this thread about it... maybe one of the first few posts where the Turret gets moved.
I was going to call it a Desalisk, but I'm too lazy to look it up and its been a while and whatnot since I read about it on BNet forums, so I changed the name to Hexalisk, even though in the map everything is named "desalisk" and whatnot.
I used one of the maps to base my Hexalisk on. Stupid me... I open the trigger section up and go 'Oh crap, there's no triggers'... and couldn't figure out how the "turret top" was removed, until I looked into the Actor in the base file, haha. Good stuff.
I don't know about you, but I think the potential for Tower Variety(looks) just went through the roof. Wonder who's going to make the first 'crazy turret' Defense game where nothing is as it seems, haha.
So I decided to modify EVERY turret and well, LOL, some odd results.
Mothership becomes invisible, the entire actor is detached and floats on its side and remains in it's spot regardless, but the unit moves on the minimap and the cloak effect follows the invisible unit. You can use both Recall and Vortex just fine.
Colossus well, they don't have that giant head.
Photon Cannons lose the sphere, Missile Turrets just lose the top.
Crawlers look pretty cool... wasn't someone trying to make a Desalisk? I remember reading that thing had 6 legs, and I think the Crawler bases look pretty cool.
Planetary Fortresses look plain as hell.
Pylons lose most of the actor, just the crystal and a tiny bit of protoss plating remain.
Warp Prisms in phase mode are invisible, no actor anywhere.
Phoenix are invisible, no actor anywhere.
Both Phoenix and Warp Prism cannot be re-selected after a random amount of time/selection, even if you can see their health bars.
What Aczchef wants is exactly what I wanted... a turretless tank. I already did what you said to do... removed the 'turret' from the Combat - Weapons+ field. That was the first thing I did... The Turret is still quite visibly there on the siege tank... I saw somewhere on SC2Mapster someone used a TURRETLESS Siege Tank. I'll have to search for it, it would seem.
........
So I found the Turretless Siege Tank and it has no animations.... almost. Attack causes it to do the 'force knockback' effect that regular tanks have, you can see a slight movement. Walk animation doesn't spin the wheels, and the attachment points 'jump' from 1 spot to another and then back real fast on certain animations...
My turret won't remain on the unit. It disappears after 3 seconds in game. Everytime I edit 1 small thing, the editor crashes. It just crashed 7 times in 3 minutes. I'm done. Fucking turrets. It doesn't crash if I do other stuff. Stupid turrets.
Don't know if I'm going to bother continuing with turrets. Having to reload the editor, and then the map over and over is just too annoying.
I can't figure out how to get rid of the turret on the tank... I disassociated the turret with the weapon, modified the actor Si Ta Turret to NOT include enabling Siege Tank Turret aswell, and the turret is still there...
Are you certain you can simply just do it that way???
EDIT: @ Kueken
you don't actually need a TurretZ attachment to rotate stuff... I've managed to attach a turret to 'Tassadar' on the Origin attachment point, and then attached a ModelAddition to the turret and made the turret constantly spin. I add this turret to the Unit's Combat - Turrets field, and NOT the Combat - Weapons + field and everything works great. Check my youtube video for the Uber Templar/Adun(can't remember whats its called but should be one or the other) and you can see the spinning Model.
For real? I always throught the Turret was part of the tank... I mean when you load the tank in the previewer it comes with the turret and all. I just thought the turret actor & turret object controlled the movement independently. Thanks for letting me know, I'll look into it ;)
LOL Nice Kueken, I like it lol. You shoulda had a few more of them and then made them able to crush marines by rolling over them at the same time, hahaha would be even more epic.
EDIT:: Anyone know where I can find that turretless Tank? Any turretless tank, wether its regular or merc?? =D
If I can get a turretless tank, I'll be working on a second map quite possibly.
@Pyandonea: Go
Found some more units with Turrets...
Science Vessel: Rendered invisible, unselectable.
Goliaths/Merc Goliaths: No top, Legs with a platform. BONUS: the Merc Goliath has an underhull turret build right in... looks damn cool.
Infested Missile Turret: Looks much the same as the regular, except it has those tentacles attached to it.
Diamondbacks: These look like futuristic speed boats, pretty cool.
Hive Mind Emulator: Looks alright, radar dish is missing.
Drakken Laser Drill: Giant Platform on 3 legs without the laser turret.
Virophage/Spore Cannon: Green/top area missing, only the base with 2 tentacles/spined circles remain.Can see the ground in the middle of it.
Terratron: No longer has a head, unselectable
Perdition Turrets: picture a steel ring, you can see the ground in the middle of it.
@aczchef: Go
Why do I need a phoenix? Haven't you read any posts?
@aczchef: Go
aaah lol. Apparently I forgot to attach my Hexalisk map :P
Here it is.
@aczchef: Go
Download my map and check out Desalisk Launch Site and Hydralisk Attack actors.
GAAAH KUEKEN!!! X_X lol.
@RCIX: Go
That is a possibility... You might just have to offset the TurretZ attachment on the Z to +X.
@RCIX: Go
Nope. You can only move the TurretZ attachment and there's some oddities. There's a post in this thread about it... maybe one of the first few posts where the Turret gets moved.
I was going to call it a Desalisk, but I'm too lazy to look it up and its been a while and whatnot since I read about it on BNet forums, so I changed the name to Hexalisk, even though in the map everything is named "desalisk" and whatnot.
Spine Crawler Base, Tentacle ripped off, Hydralisk turret. Scale increase, GO!
I used one of the maps to base my Hexalisk on. Stupid me... I open the trigger section up and go 'Oh crap, there's no triggers'... and couldn't figure out how the "turret top" was removed, until I looked into the Actor in the base file, haha. Good stuff.
I don't know about you, but I think the potential for Tower Variety(looks) just went through the roof. Wonder who's going to make the first 'crazy turret' Defense game where nothing is as it seems, haha.
@Builder_Bob: Go
Builder_Bob, you are currently my hero. =D
@Lilianna: Go
That is bad ass.
So I decided to modify EVERY turret and well, LOL, some odd results.
Both Phoenix and Warp Prism cannot be re-selected after a random amount of time/selection, even if you can see their health bars.
@Lilianna: Go
What Aczchef wants is exactly what I wanted... a turretless tank. I already did what you said to do... removed the 'turret' from the Combat - Weapons+ field. That was the first thing I did... The Turret is still quite visibly there on the siege tank... I saw somewhere on SC2Mapster someone used a TURRETLESS Siege Tank. I'll have to search for it, it would seem.
........
So I found the Turretless Siege Tank and it has no animations.... almost. Attack causes it to do the 'force knockback' effect that regular tanks have, you can see a slight movement. Walk animation doesn't spin the wheels, and the attachment points 'jump' from 1 spot to another and then back real fast on certain animations...
My turret won't remain on the unit. It disappears after 3 seconds in game. Everytime I edit 1 small thing, the editor crashes. It just crashed 7 times in 3 minutes. I'm done. Fucking turrets. It doesn't crash if I do other stuff. Stupid turrets.
Don't know if I'm going to bother continuing with turrets. Having to reload the editor, and then the map over and over is just too annoying.
@Lilianna: Go
I can't figure out how to get rid of the turret on the tank... I disassociated the turret with the weapon, modified the actor Si Ta Turret to NOT include enabling Siege Tank Turret aswell, and the turret is still there...
Are you certain you can simply just do it that way???
EDIT: @ Kueken you don't actually need a TurretZ attachment to rotate stuff... I've managed to attach a turret to 'Tassadar' on the Origin attachment point, and then attached a ModelAddition to the turret and made the turret constantly spin. I add this turret to the Unit's Combat - Turrets field, and NOT the Combat - Weapons + field and everything works great. Check my youtube video for the Uber Templar/Adun(can't remember whats its called but should be one or the other) and you can see the spinning Model.
@Lilianna: Go
For real? I always throught the Turret was part of the tank... I mean when you load the tank in the previewer it comes with the turret and all. I just thought the turret actor & turret object controlled the movement independently. Thanks for letting me know, I'll look into it ;)
@Kueken531: Go
LOL Nice Kueken, I like it lol. You shoulda had a few more of them and then made them able to crush marines by rolling over them at the same time, hahaha would be even more epic.
EDIT:: Anyone know where I can find that turretless Tank? Any turretless tank, wether its regular or merc?? =D
If I can get a turretless tank, I'll be working on a second map quite possibly.