No answers? Maybe I haven't described the problem clearly enough.
There, on the picture below, I've painted the stages, the arrow come through, before it become a normal straightly flying arrow. It's happening when an archer fires in north direction. When it fires to the south, arrow starts to fly straightly from the beginning. So, seems like all the arrows are directed to the south, and they need to turn to the right direction after they get released from a bow.
It's a little thing, but I want my mod to be perfect even in such a tiny details :)
So, still I believe that someone knows, how to orient an arrow right before it get released.
Yeah, it's looks like, but it's the only example of beam like strike. 7 of my ranged units use missiles, like arrows and magic bolts. It's not about beams. And all those missiles turning when they fly. I want them to fly straight, not like a bumerang. I've used this beam looking missile just to show where is the missiles twists, because this model paints the trajectory of the missile's tip. And it would look perfectly if the missile would have right orientation at the moment of launch.
So, if anyone know how to handle it, give me a tip.
Example: hydralisk spine missile. It's turning slowly during the fly. I've copied hydralisk's weapon stuff to create my weapons, and now all missiles act like this. So, now when a unit attacks at the direction of the missile initially turned, everything is ok, but if a unit attacks opposite direction, the missile turning during the fly, you can see how is it looks like.
And the actor is ok, because when I change the model to any other one, everything become ok, And when I set minotaur model back, the bug returns. So seems like this bug is attached to the .m3 model, but how is it possible? Anyway, I'll just export something else instead of this model, at least it will look less like a mummy :)
I've created alot of units for my map, they all are similar. And all weapons act good. But I just faced strange unexpected situation, after I created the minotaur: when he stands, his axe is small. When he moves, his axe become larger.
All units/ators are the same, they are just copies of each other. The only difference is a model. Seems like there is something wrong with minotaur model. But how can a model affect an actor? Anyone has any idea how to stop this axe growing?
When I change zealot's model to my model, units start to attack his foots too. So, seems like the problem is about attach points. But still I don't know, what to change to returne "attackable point" top the chest.
I've created a unit (model + actor + unit), and all range attacks towards my unit from other units come to the unit's foot. And damage effects like blood plays at foots too, not at the center of its body. What and where should I change in my unit to raise point of attacks and effects to the center of its boty?
Well, the problem is solved. There is an example of the map. Marauder has a magazine of reapers. These reapers appear as a wall between the marauder and unit he attacks.
It works simple: at the moment of attack I just pick all units around the attacker and set their positions.
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No answers? Maybe I haven't described the problem clearly enough.
There, on the picture below, I've painted the stages, the arrow come through, before it become a normal straightly flying arrow. It's happening when an archer fires in north direction. When it fires to the south, arrow starts to fly straightly from the beginning. So, seems like all the arrows are directed to the south, and they need to turn to the right direction after they get released from a bow.
It's a little thing, but I want my mod to be perfect even in such a tiny details :)
So, still I believe that someone knows, how to orient an arrow right before it get released.
0
Yeah, it's looks like, but it's the only example of beam like strike. 7 of my ranged units use missiles, like arrows and magic bolts. It's not about beams. And all those missiles turning when they fly. I want them to fly straight, not like a bumerang. I've used this beam looking missile just to show where is the missiles twists, because this model paints the trajectory of the missile's tip. And it would look perfectly if the missile would have right orientation at the moment of launch.
So, if anyone know how to handle it, give me a tip.
0
Example: hydralisk spine missile. It's turning slowly during the fly. I've copied hydralisk's weapon stuff to create my weapons, and now all missiles act like this. So, now when a unit attacks at the direction of the missile initially turned, everything is ok, but if a unit attacks opposite direction, the missile turning during the fly, you can see how is it looks like.
So, subj.
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I didn't even change the model. I've just changed the walk animation to the run one. And the problem disappeared.
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Yes, I've tried to restart the editor.
And the actor is ok, because when I change the model to any other one, everything become ok, And when I set minotaur model back, the bug returns. So seems like this bug is attached to the .m3 model, but how is it possible? Anyway, I'll just export something else instead of this model, at least it will look less like a mummy :)
0
I've created alot of units for my map, they all are similar. And all weapons act good. But I just faced strange unexpected situation, after I created the minotaur: when he stands, his axe is small. When he moves, his axe become larger.
All units/ators are the same, they are just copies of each other. The only difference is a model. Seems like there is something wrong with minotaur model. But how can a model affect an actor? Anyone has any idea how to stop this axe growing?
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Oh yeah, fixed. Thanx!
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there is a picture:
UPD:
When I change zealot's model to my model, units start to attack his foots too. So, seems like the problem is about attach points. But still I don't know, what to change to returne "attackable point" top the chest.
0
I've created a unit (model + actor + unit), and all range attacks towards my unit from other units come to the unit's foot. And damage effects like blood plays at foots too, not at the center of its body. What and where should I change in my unit to raise point of attacks and effects to the center of its boty?
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Yeah, it's extremly easy, I've learned it, thnx.
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Hey guys, I have a strange situation with my wmv. I can only see the inerface section in the list. Where are all the models?
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Oh, it's sad, could be useful...
Well, at least it's possible to temporary change unit type's radius.
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Do you know some sources of fantasy models for SC2, some kind of dwarfs, fairies, unicorns, halflings... etc. Where to get them?
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Hi, Zarakk!
I need a "knight on the horse" model like on the picture attached.
I actually need some more "guy on the horse" models. Would be perfect to get 4 different:
Is it hard to extract models from wow? I actually need kinda 25-30 different models, maybe more, and I'm not sure you'll want to extract them all.
UPD:
Well, nwm, I've learned, how to convert models and got the ones I need.
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Well, the problem is solved. There is an example of the map. Marauder has a magazine of reapers. These reapers appear as a wall between the marauder and unit he attacks.
It works simple: at the moment of attack I just pick all units around the attacker and set their positions.