Help me pls, I want to shoot rockets (in the image), but I do not know. Someone please tell me how to solve the missile launch.
Okay, I have no idea of modelling and such, but I'll try to help with the knowledge that I have about data editing.
You need animation sets for every animation (at least every animation that uses both the BC with the missile and the one without), one time you call it just "Attack" or "Stand" like the usual animations, and one time you call it "Attack Cover" and "Stand Cover" or whatever else animation name you want to use instead of Cover. I don't have the list of names in my head, maybe there is one that fits. This way you can simply add the "Cover" to each animation name with a single command in Actor Events, this is called an Animation Group.
Then you can switch between the animation groups very easily with data, which makes the Battlecruiser either appear with the missiles or without them.
To link them to an effect to launch the missile you then just use the same missile as the missile model and whenever that ability or weapon fires you just switch your animation groups and the BC itself appears as if he never had the missile.
Note that with that method you would have to do animation groups for every possibility, so if you desperately want to have two independant missiles that would be 3 or 4 different animation groups, so I think this method is suited best if you want to fire both missiles at the same time, because it makes the whole thing a lot less complicated.
Afaik older models from Blizzard that have similar problems (for example WC3 units that throw axes or things like ballistas) often have their weapons disappear at the right time of an attack animation, and then reappear at some point when that animation ends.
edit:
Also note that I'm no expert on this whole issue, but whenever I saw parts of a model appear/disappear for SC2 units Blizzard used animation groups, for example for Marine Combat Shields.
Okay, I have no idea of modelling and such, but I'll try to help with the knowledge that I have about data editing.
You need animation sets for every animation (at least every animation that uses both the BC with the missile and the one without), one time you call it just "Attack" or "Stand" like the usual animations, and one time you call it "Attack Cover" and "Stand Cover" or whatever else animation name you want to use instead of Cover. I don't have the list of names in my head, maybe there is one that fits. This way you can simply add the "Cover" to each animation name with a single command in Actor Events, this is called an Animation Group.
Then you can switch between the animation groups very easily with data, which makes the Battlecruiser either appear with the missiles or without them.
To link them to an effect to launch the missile you then just use the same missile as the missile model and whenever that ability or weapon fires you just switch your animation groups and the BC itself appears as if he never had the missile.
Note that with that method you would have to do animation groups for every possibility, so if you desperately want to have two independant missiles that would be 3 or 4 different animation groups, so I think this method is suited best if you want to fire both missiles at the same time, because it makes the whole thing a lot less complicated.
Afaik older models from Blizzard that have similar problems (for example WC3 units that throw axes or things like ballistas) often have their weapons disappear at the right time of an attack animation, and then reappear at some point when that animation ends.
edit:
Also note that I'm no expert on this whole issue, but whenever I saw parts of a model appear/disappear for SC2 units Blizzard used animation groups, for example for Marine Combat Shields.