Sounds pretty straightforward, right? Why is there no native support to change an actor's rotation over time anywhere in triggers (or even in actor messages?).
I need a way to have a unit's pitch and roll changed on the spot while it is moving over a period of time. How do I do this?
You could use Site Operation (Forward/Up Vector) actors (as used in the artillery turret from DrSuperEvil's public data assets) or Look At actors to acquire a target for the actor to point at and use trig functions in a trigger to dynamically move the target in the 3D game space.
Site Operation (Rotator) actors can be used if you just want your actor to stay at a certain angle on any axis by setting the starting angle to the desired angle and the rate to 0, or if you want it to rotate at a constant rate on any axis.
Well, considering this is for a space simulator map, I need actors to rotate smoothly as they turn left/right. That basically scratches out the first option.
You mentioned the SiteOp Rotator, and after a but of tweaking, I can get a reasonable result with that and a few triggers. I can have my ship roll to the left/right at a constant rate, reissue a new SiteOp with a rate of 0 to maintain the rotation as it's turning, and then reverse the whole thing by doing the above in the opposite direction.
I do have to ask though (as I'm afraid this might bog up the game after some time), if I send an actor message (via "HostSiteOpsSet") via triggers and then resend another SiteOp of the same type (in this example, another rotator SiteOp), do they both stay on the unit actor or do they overwrite eachother?
I don't want any given unit to have thousands of SiteOps on it by the end of the game, as I would assume that might have impact on performance over the long run?
EDIT - NVM answered my own question, "HostSiteOpsSet" sets the Host Site Ops to whatever you give it, so it overwrites any previous Host Site Ops you had.
Sounds pretty straightforward, right? Why is there no native support to change an actor's rotation over time anywhere in triggers (or even in actor messages?).
I need a way to have a unit's pitch and roll changed on the spot while it is moving over a period of time. How do I do this?
You could use Site Operation (Forward/Up Vector) actors (as used in the artillery turret from DrSuperEvil's public data assets) or Look At actors to acquire a target for the actor to point at and use trig functions in a trigger to dynamically move the target in the 3D game space.
Site Operation (Rotator) actors can be used if you just want your actor to stay at a certain angle on any axis by setting the starting angle to the desired angle and the rate to 0, or if you want it to rotate at a constant rate on any axis.
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Well, considering this is for a space simulator map, I need actors to rotate smoothly as they turn left/right. That basically scratches out the first option.
You mentioned the SiteOp Rotator, and after a but of tweaking, I can get a reasonable result with that and a few triggers. I can have my ship roll to the left/right at a constant rate, reissue a new SiteOp with a rate of 0 to maintain the rotation as it's turning, and then reverse the whole thing by doing the above in the opposite direction.
I do have to ask though (as I'm afraid this might bog up the game after some time), if I send an actor message (via "HostSiteOpsSet") via triggers and then resend another SiteOp of the same type (in this example, another rotator SiteOp), do they both stay on the unit actor or do they overwrite eachother?
I don't want any given unit to have thousands of SiteOps on it by the end of the game, as I would assume that might have impact on performance over the long run?
EDIT - NVM answered my own question, "HostSiteOpsSet" sets the Host Site Ops to whatever you give it, so it overwrites any previous Host Site Ops you had.
Cheers,