So maybe this is the best place to ask: I read your tutorial and I think I understood most of it (except the stuff concerning tentacle attack :D )
I'm going to explain what I want to achieve and what I already have:
So I want to be able to add a "mount", some sort of vehicle for any unit, by adding a behavior to this unit.
This behavior lifts the rider unit (and drops it when the behavior stops).
There is a model actor which reacts when this behavior gets turned on. This model actor is my uberlisk which gets attached to my original unit and the position is adjusted with site operations (a single local offset right now)
Ok this works fine, the high templar sitting on the ultralisk and I am able to use abilities and weapons of the high templar.
But some aesthetical points make me mad:
First: I want the ultralisk to move (=play it's walk animation) when the high templar moves. But the ultralisk-model actor doesn't seem to react to the actor event "UnitMovementUpdate.*.Walk. If I use another random -test event it correctly plays the animation.
I don't know if the problem here is, that this is no unit-actor but a model actor. The model actor correctly gets rotation and position of its host, but maybe the event doesn't know the connection since the actor was created from a behavior?!
Second: I want the ultralisk to play it's attack animation when my unit uses the ultralisk's weapon (this weapon should be added by the behavior)
Third: Right now, the local offset is attached to the high templar's origin point and then locally offset. This results in a high templar not moving at all when the huge ultrallisk's shakes and runs. :D The problem is that I can't simply use another attachement point which moves with the unit and offset from this point, because this will be the attachement points from the templar. The result is a weird looking ultralisk and a normal moving high templar.
Is there any way to "switch the roles" and make the high templar the one that gets offset from an attachement point of the ultralisk?
The third point would just be the non-plus-ultra, but the first two should really be solved somehow. Remember that I want multiple units to ride the ultralisk and dynamically do so.
Thanks :)
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So maybe this is the best place to ask: I read your tutorial and I think I understood most of it (except the stuff concerning tentacle attack :D )
I'm going to explain what I want to achieve and what I already have:
So I want to be able to add a "mount", some sort of vehicle for any unit, by adding a behavior to this unit.
This behavior lifts the rider unit (and drops it when the behavior stops).
There is a model actor which reacts when this behavior gets turned on. This model actor is my uberlisk which gets attached to my original unit and the position is adjusted with site operations (a single local offset right now)
Ok this works fine, the high templar sitting on the ultralisk and I am able to use abilities and weapons of the high templar.
But some aesthetical points make me mad:
First: I want the ultralisk to move (=play it's walk animation) when the high templar moves. But the ultralisk-model actor doesn't seem to react to the actor event "UnitMovementUpdate.*.Walk. If I use another random -test event it correctly plays the animation.
I don't know if the problem here is, that this is no unit-actor but a model actor. The model actor correctly gets rotation and position of its host, but maybe the event doesn't know the connection since the actor was created from a behavior?!
Second: I want the ultralisk to play it's attack animation when my unit uses the ultralisk's weapon (this weapon should be added by the behavior)
Third: Right now, the local offset is attached to the high templar's origin point and then locally offset. This results in a high templar not moving at all when the huge ultrallisk's shakes and runs. :D The problem is that I can't simply use another attachement point which moves with the unit and offset from this point, because this will be the attachement points from the templar. The result is a weird looking ultralisk and a normal moving high templar.
Is there any way to "switch the roles" and make the high templar the one that gets offset from an attachement point of the ultralisk?
The third point would just be the non-plus-ultra, but the first two should really be solved somehow. Remember that I want multiple units to ride the ultralisk and dynamically do so.
Thanks :)