sounds great Zarakk! keep up the good work. I was struggling with the ghoul model from the original undead pack. I could not get the animations to work properly and I am now convinced that the problem was in the uploaded model. There are 21 animation sequences with the Ghoul.m3 and many of them are duplicates of the same name (not variants) that don't work. For example there is "death" and "death", "walk", "walk", "stand", "stand", "stand 01", "stand 01". I think you get what I mean.
If you could redo the ghoul and upload it that would be beyond fantastic as I really want this model for my map and will ofc be crediting you for the models I have used. I would redo the model myself following the tutorial but I dont have WoW.
thx, as soon as I actually was in the Data Editor I noticed what you meant.
"Shots with Projectiles: I understand some people might want to use a missile rather than a beam. This is possible through clever use of Launch Missile Effects and custom SiteOperations. "
excellent! this is actually why I was reading your post. I want to make a large unit throw a large rock and have it move slowly with the potential that you can dodge it. I was going to try this out with beams as you have done and hope to adapt it to a missile later. Do you intend to update this with information on using it with missiles? Are you saying just change the actors to missile actors and make the impact happen at a SiteOperation local offset of (0, -10, 0) from the caster (offset value based on your persistent example values)? I am very tired, this might not even make sense.
ok I think I have a somewhat better understanding of your needs but I am very tired atm. I am just thinking out loud here, it might not help at all.
I think you want to use Site Operations of type local offset (offset in X direction from host unit) and make sure their inherit properties field includes facing/rotation. If you are unfamiliar with site operations I suggest cruising over to ProzaicMuze's multiple tutorials on them. One possible limitation is that I have only ever thought of actors/models added to unit with SiteOps as a graphical effect. I am unsure if they can be treated as their own unit and therefore have the radius properties that you might need to exploit to interact with them.
I am not sure I followed this post entirely. But you can add event "actor creation>>set rotation" in actor events in the Data editor. This is a global and permanent rotation setting. I learned this while trying to find a local and temporary set rotation command.
Ok i have impoerted my model and textures etc .. but could anyone explain me how to put actual model in the map , to make it live as unit.
go to the "model" tab in data editor, find the model you wish to replace with wow model, open field "model" and replace with desired WoW model.
you will have more work to do from there in animations and such if you wish to customize it any way.
@zarakk
thank you again, but i wonder if there is something actually wrong with models or if I am just missing something in the DE when implementing them. Would love to see someone confirm/deny that the animations work properly for them.
is anyone else having trouble with walk animations on any of these models? I used the ghoul model on a fast movespeed unit and I have tried 10000000x things to get him to walk properly but he still just glides around the screen and every so often decides to do a single walk animation. I have adjusted walk speed animation setting up and down , this just makes his legs move faster or slower on those random times when he does the animation. I have changed the animation - baselines+ for the specific name of the walk animation included with the model. This didnt work either. It seems to me like when he moves around the system is trying to play a set of walk animations and only one exists so the model only animates when it randomly hits the existing one.
I am now having the same problem with the "wight" model. I have used cryptlord, abomination, fel hunter, and gargoyle without any animation problems. Any help on this animation issue for ghoul and wight would be awesome.
ok folks how do I fix this. I set my unit to play a certain animation for attack. It works perfectly except the first attack when he arrives at target. The attack animation does not override the movement animation of him coming to a stop. It is a scourge model.
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@Zarakk: Go
sounds great Zarakk! keep up the good work. I was struggling with the ghoul model from the original undead pack. I could not get the animations to work properly and I am now convinced that the problem was in the uploaded model. There are 21 animation sequences with the Ghoul.m3 and many of them are duplicates of the same name (not variants) that don't work. For example there is "death" and "death", "walk", "walk", "stand", "stand", "stand 01", "stand 01". I think you get what I mean.
If you could redo the ghoul and upload it that would be beyond fantastic as I really want this model for my map and will ofc be crediting you for the models I have used. I would redo the model myself following the tutorial but I dont have WoW.
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@wingednosering: Go
tyvm, this particular events line just saved me, I had same problem on 2 attack missiles and it was driving me insane.
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thx, as soon as I actually was in the Data Editor I noticed what you meant.
"Shots with Projectiles: I understand some people might want to use a missile rather than a beam. This is possible through clever use of Launch Missile Effects and custom SiteOperations. "
excellent! this is actually why I was reading your post. I want to make a large unit throw a large rock and have it move slowly with the potential that you can dodge it. I was going to try this out with beams as you have done and hope to adapt it to a missile later. Do you intend to update this with information on using it with missiles? Are you saying just change the actors to missile actors and make the impact happen at a SiteOperation local offset of (0, -10, 0) from the caster (offset value based on your persistent example values)? I am very tired, this might not even make sense.
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my first question, I assume you are referring to the value for Periodic Offsets when you state the following?
"Set Location Offset - End to: The same as the above value ^ "
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@wingednosering: Go
ty for this, I will be trying this soon.
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this is the only in depth discussion i have seen about armor types resembling war3 system. I have no clue if it will help.
http://forums.sc2mapster.com/resources/tutorials/9853-triggers-data-warcraft-3-armor-system/
good luck.
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@BumpInTheNight: Go
ok I think I have a somewhat better understanding of your needs but I am very tired atm. I am just thinking out loud here, it might not help at all. I think you want to use Site Operations of type local offset (offset in X direction from host unit) and make sure their inherit properties field includes facing/rotation. If you are unfamiliar with site operations I suggest cruising over to ProzaicMuze's multiple tutorials on them. One possible limitation is that I have only ever thought of actors/models added to unit with SiteOps as a graphical effect. I am unsure if they can be treated as their own unit and therefore have the radius properties that you might need to exploit to interact with them.
0
I am not sure I followed this post entirely. But you can add event "actor creation>>set rotation" in actor events in the Data editor. This is a global and permanent rotation setting. I learned this while trying to find a local and temporary set rotation command.
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i swear ive seen a post/pack on mapster somewhere with illidan (terrorblade imo).
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update: I got the wight model to work properly. Still no luck at all with the ghoul model.
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go to the "model" tab in data editor, find the model you wish to replace with wow model, open field "model" and replace with desired WoW model. you will have more work to do from there in animations and such if you wish to customize it any way.
@zarakk thank you again, but i wonder if there is something actually wrong with models or if I am just missing something in the DE when implementing them. Would love to see someone confirm/deny that the animations work properly for them.
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I am now having the same problem with the "wight" model. I have used cryptlord, abomination, fel hunter, and gargoyle without any animation problems. Any help on this animation issue for ghoul and wight would be awesome.
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ok folks how do I fix this. I set my unit to play a certain animation for attack. It works perfectly except the first attack when he arrives at target. The attack animation does not override the movement animation of him coming to a stop. It is a scourge model.
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bump, hoping for a response to this
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fantastic job. Now good luck getting it to work globally. I would love to see that work and made available to the rest of us.