There was an operation called SOPattachharness listed under that section, but upon removing it, nothing changed. One simple thing I think could be done is to use a local offset for the launch point, but the thing is that I need to learn how this is done so I can apply it to other situations as well as what is going wrong here. I am going to do some trial and error and examine everything meticulously to see if I can find anything that might be keeping this from working properly. The setup that you explain feels like it should be working.
3. Sure thing
While walking it looks relatively how it is supposed to.
When standing still, this is how it what happens as it fights. the carrier models stay locked in place. Good idea in regards to the normal immortal. I do want to learn though how to fix this since there may be many other situations in which I won't have such an alternative.
3. Very helpful. I will keep note of this and the linked page I added to my favorites.
4. How to create a chained caterpillar like unit?
I had this cool idea for something called the Doom catacrawler based based off hammer 107s doom crawler model. I basically want to create a boss unit with, the head of a tempest, several body segments as doom crawlers that follow behind with each segment being an individual unit and a void ray as a tail. Now I was having a look at the Protoss snake demo, but the Protoss snake demo has a tail body that moves in a wavy faction. I simply want each segment to follow the head with a small increment. Here is another sonic boss as an example. Kinda like this, but without the jumping.
And I will also want it to shoot ranged weapons instead. As for the void ray tail. I am going to decide what to with that later, but I already know how to make the weapons.
5. How to properly attach models to other attached models?
Ever since you've taught me how to attach units to other models I've been having a ball creating lots of new units for many of the factions in this mod and one of the things I am trying to do is understand how to attach units to other attached units to create some very interesting constructs. Here is an example:
This here is a mothership attached to a wrath walker and I attempted to attach a few slayn missile turrets to them by stating that the slaym missile turrets are created on birth of the wrath walker, but using an sop attachment specifically stating the subject as the mothership. What I would like to know is how I would have them attached to the mothership instead if that is possible. When I tried actor creation, nothing happened.
1. Still not working yet, but I have a few possible ideas why.
First off. Here is a few pictures of important things:
The model I want to shoot from with attachment points:
The events used to attempt creating the site actor listed on the model actor.
Table view of the action actor that is used for the weapon that this unit is meant to launch.
A picture of the site actor I am using from table view. It uses the core sopattachhead.
My primary suspicion is that I did not set up the events to create the site actor properly, since I was not positive in what manner I should set them up. I also had at one point tried using Actor Creation>Create Site Test. Site Test is the name of the site actor that I am using. The other thing I wonder about is if the two attachment points that have been set under the action actor and the site actor are canceling out each other. I also wonder if I need to create a custom sop attachment instead of using the core sop head attachment.
2. Re: Carrier Vanguard
It does persist when walking. Despite this, I tried that rotator suggestion you had. This had no effect. One thing also is that when I tried something like this with a regular immortal, but I was using the Protoss docking bay as launch guns for the arms instead this did not happen. Of course, I would like to learn how to do this with the models in the picture. So far, this is what it looks like:
3. More information about rotation specs.
I basically wanted more information about these fields.
Specifically what I am confused about is how the forward and up fields affect rotation. Like for example. Lets say I wanted to tilt a mothership 90 degrees to the left or right, which field would one use to affect these? I've been doing some trial and error, but it is kinda trick cause I don't know exactly what I am doing. My aim is to understand how in particular the up and forward fields change angle of a unit.
Can you be more specific about the steps involved? After the attempt I made nothing happened, but I was not quite sure where to input the site actor under the action actor and I was not sure if I was supposed to directly link the site actor to the attached model or if it needed something else.
2. Very helpful!
This worked almost perfectly. Right now the carrier models are attached as they should be and this also helped me resolve a number of other similar issues. I was also noticing the other sop attach core actors. I will keep note of those. Now the problem that still remains though is that for whatever reason the carrier models aren't following the vanguard as it moves its weapon guns and changes motion as it stands. It will be within range though. In the cutscene editor, those attachment points for the weapons on the vanguard are shown to be moving as it fights and generally just does most animations. Do you have an ideas what can be done to get it in sync here?
Alright. Once I come back to that data issue I am gonna try that. The lack of the create persistent seems to be why it did not work right. Here are my next questions for today:
1. How to set a weapon to attack from an attachment point on an attached model?
I soon realized that you can't just simply set the action actor to the attachment point on an attached model and expect it to work alone. There must be something else that needs to be done for this to work. I am just not sure what.
2. Issues with the weapon attachment points
I am trying to attach Tal'darim Carriers to the weapons here on this vanguard to make a new unit. Now there is 2 problems. The first problem is that the Tal'darim Carrier Models aren't moving alongside the weapon attachment points. Second is this:
I have double checked that both SOPs for each Tal'darim carrier model are set to the subject being this new unit created and both attachment queries are set to weapon 0 and weapon1. Well I mean one is and the other is weapon01. I wondered if you might have an idea for how to fix this or have an idea of what I might be doing wrong here? Maybe there is something under the SOP attachments that needed adjusting. One more thing to know is that this new unit is copied from the vanguard.
3.1 How to have rotation change periodically?
I am trying to do something like the boss at 5:13 in this video where there is a number of rotating units spiraling around a host unit that change periodically change rotation for a cool effect. I think I remember how to make a unit orbit around another. What about periodically changing its orbit though like in the video?
3.2 Doing Damage
I think I asked this a while ago, but I might be able to better understand now. How would I be able to get the spinning models to deal damage as they spin?
Its working perfectly now! The turret is turning and animating as the weapon shoots follows the unit properly! I have just one question for today. Its about dealing with forces.
1. How to get a unit to be pushed back when hit with a missile?
For a certain unit, I simply want to give it the ability to push back units when it attacks with missiles. Upon the missile impacting is when I want the unit to be pushed back. I think I asked this question a lot while ago. Since I am more knowledgable about missiles now, I might be able to understand it this time around.
Going to recap in a few days as I try to figure this out. Also trying to get a set of units and abilities done now that I know how to get those overhanging panels working.
Ah. No wonder it wasn't working. I feel like such a noob right now. Reminds me of back when I was still trying to get a basic understanding of how morphing animation a structure to another structure with animations worked. You remember that topic about the Amon hkdralisk den? Took me months to finally really understand how to properly and finally be able to get that working properly on my own. So one step at a time. However its not working perfectly quite just yet. How do I hide the default ui again since I want to replace this new ui with the old one? Maybe I missed something.
Something is wrong with the Imgur servers at the time so I input an attached picture below. That is my basic question for today. I used the same set of actions as with the call down panels except with the new actors and I changed mainframe to gameui. However I was noticing that there is still the portrait part to check. I did not change anything with that because I did not see a portrait under gameui. Maybe I missed it. Should I remove the portrait selection from game ui?
Note: Ignore the last 5 actions in the highlighted section. That was for something else.
1. Alright. Well, I've come this far. Maybe I eventually might be able to figure how that is done. Although I cannot thank you enough. With so many of the limited resources outside of Sc2mapster, I don't think I would have been able to get this far with your valuable advice. Certainly would have taken much longer.
2. Simple question. How does one hide dialog's without hiding buttons?
I probably should already know this. Maybe I have just forgotten how this is done. There is a number of buttons that I want to have visible on the screen, but with no dialog visible. Unless there is a way of setting up buttons without a dialog? Might be harder anyway.
3. Elaboration on the GameUI layout?
Is this the part that you were talking about? I tried inputting GameUI as the frame in place of the location where Mainframe will located and soaoverlaytemplate as the portrait. Since I am a noob at this, it is still hard for me to understand exactly what stuff it is that makes things work, but I am getting a clearer idea. Commandpanel was left the same. When I tried this, nothing showed up different. I used the same setup that you were using from the demo. Before I tried this, I simply tried switching the model with one of the console his and it showed up. Could it be possible it is not showing up due to offsets or something like that?
4. Image of Buttons is not showing up. What could I have done right?
Okay. I got the caster units in place and the buttons although they are working and I understand now how to offset them, the image of the buttons is not showing up. I looks like I copy and pasted most of the stuff needed for them to show up, but its the images that aren't showing up. Maybe I should study this a bit more carefully. I must have missed something.
Here is another quick question. I am about to get started on these others today, but as I was working on 2, I noticed another potential issue:
1. How to position buttons behind tentacles, but remain in front of the panel?
In co-op, many buttons are able to hide behind certain parts of tentacles or parts of the panel. Maybe this is actually simple and has to do with setting render priority. Just wanted to check in case it is something more complex?
Alright. I will keep note of those sections. I have a few more questions. So far I've managed to get just about all the ui panels in place. Some just need a bit of resizing and offsetting. Shouldn't be too big an issue.
1. How would the previous race consoles would be removed or overwritten?
Specifically, what I mean is the part about removing the existing ui. I am not asking the same question as before, but assuming I add new race console ui, the present ones would need to be removed.
2. How to adjust the location of hosted buttons from the caster unit?
Right now there is a number of buttons showing up, but I need to know how to adjust the offset and number of buttons. I think I understand already how to create new buttons with abilities that can be used.
3. How to apply glazes to these UI models?
I have an idea of how this could possibly be done via the model actor directly, but I wanted to check if there was a simpler and faster way to get this done. I asked something like this a long while ago, but I was not ready to even start getting into this.
Its working. Finally after all this time, I've been trying to figure out so hard out to get those UIs working in the games since some of the earliest times of this project. This is a huge step forward and I think I should be able to apply this to other types of uis. Well see. I do have some questions yet. Some of these questions are new and some are related to what has been discussed today. Before I ask about the buttons though, I want to study those more and see if I can understand the demo better.
1. How to increase the size of the UI layout portraits?
I am not sure how to change the size of the UI layout portraits. Its not urgent at the moment, but I may want to do this should I decide to use this as a method of creating the race Console UIs. I did send a message to that person you recommended who might know how, but there is a possibility he may not decide to help or won't be active for quite a while. What I would also like to know is if there is anything else important that would need to be changed along with changing the size of the UI layout portraits and how might be the proper way to simply overwrite the existing console ui? I'd imagine that if I simply just make a UI then try to place it over the existing UI it would overlap or parts of it would still be visible.
2. Proper way of setting up the music.
In the mod I am making, players select factions at a faction screen once the game loads. Once the timer hits zero, then the game starts for all active players. The way the music is set up is like this:
A. Any time a player chooses a faction, then soundtrack for their race is set to start playing, but immediately paused by an event right after. This event pauses the soundtrack for all players.
B. Once the timer hits zero there is an action to unpause all soundtracks.
C. Important to know: All of the music in the default races has been set to none.
D. I've double checked that all the music at the sound files is playing correctly as well as at the soundtrack.
What is the problem? The music will sometimes play, but sometimes won't. Some games it plays just fine, but others it doesn't play at all. I've also doubled checked that I have my music set on and volume up. Now I was looking for a potential other method to this in an attempt to try and get the music playing each time just right. Do you have any recommended methods of getting the music working for sure each time?
1. How would I properly create this turret so it works right for the attached unit?
Like for example. Do I need to on the turret model actor state events such as Actor creation>Create such and such turret actor? Do I need to indicate the turret in some way through the actor?
2. Do I set the model actor of the Turret as the attachment subject for the turret or the unit it is attached to?
Self explanatory.
Here is a quick look at what I am trying to set up:
I haven't added local offsets yet, but I unsterstand how its done. I am basically trying to have the bile launcher shoot missiles atop the infested command center. The weapon animation, weapon itself, and death animations are working perfectly so far. It is following the unit in sync too.
My bad. For Mac users it turns out that I just need to use Command C instead of control C. I grew up using using Control on a pc most of my life till I get this expensive Mac. Since Macs have control c, I thought this would work. I probably should have known better by now.
3. Trying the original plan first.
Since I now found out how to copy XML. I am going to the original way and see if this works as original was planned. There is probably a notepad-like alternative for Mac. I just need to figure out what it is. So hopefully now I won't have to settle for an inferior method of getting this done. I am going to try that first.
Alright. I have a turret actor created with the attachment: turret subject specified. One thing I was wondering though is if there is anything I need to specify under the yaw and pitch query? I have specified a spore crawler turret yes unless you meant something unless. This is specified under the weapon.
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In reply to DrSuperEvil:
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1. Still not working yet, but I have a few possible ideas why.
First off. Here is a few pictures of important things:
The model I want to shoot from with attachment points:
The events used to attempt creating the site actor listed on the model actor.
Table view of the action actor that is used for the weapon that this unit is meant to launch.
A picture of the site actor I am using from table view. It uses the core sopattachhead.
My primary suspicion is that I did not set up the events to create the site actor properly, since I was not positive in what manner I should set them up. I also had at one point tried using Actor Creation>Create Site Test. Site Test is the name of the site actor that I am using. The other thing I wonder about is if the two attachment points that have been set under the action actor and the site actor are canceling out each other. I also wonder if I need to create a custom sop attachment instead of using the core sop head attachment.
2. Re: Carrier Vanguard
It does persist when walking. Despite this, I tried that rotator suggestion you had. This had no effect. One thing also is that when I tried something like this with a regular immortal, but I was using the Protoss docking bay as launch guns for the arms instead this did not happen. Of course, I would like to learn how to do this with the models in the picture. So far, this is what it looks like:
3. More information about rotation specs.
I basically wanted more information about these fields.
Specifically what I am confused about is how the forward and up fields affect rotation. Like for example. Lets say I wanted to tilt a mothership 90 degrees to the left or right, which field would one use to affect these? I've been doing some trial and error, but it is kinda trick cause I don't know exactly what I am doing. My aim is to understand how in particular the up and forward fields change angle of a unit.
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In reply to DrSuperEvil:
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In reply to DrSuperEvil:
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5. What am I doing wrong here?
Something is wrong with the Imgur servers at the time so I input an attached picture below. That is my basic question for today. I used the same set of actions as with the call down panels except with the new actors and I changed mainframe to gameui. However I was noticing that there is still the portrait part to check. I did not change anything with that because I did not see a portrait under gameui. Maybe I missed it. Should I remove the portrait selection from game ui?
Note: Ignore the last 5 actions in the highlighted section. That was for something else.
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1. Alright. Well, I've come this far. Maybe I eventually might be able to figure how that is done. Although I cannot thank you enough. With so many of the limited resources outside of Sc2mapster, I don't think I would have been able to get this far with your valuable advice. Certainly would have taken much longer.
2. Simple question. How does one hide dialog's without hiding buttons?
I probably should already know this. Maybe I have just forgotten how this is done. There is a number of buttons that I want to have visible on the screen, but with no dialog visible. Unless there is a way of setting up buttons without a dialog? Might be harder anyway.
3. Elaboration on the GameUI layout?
Is this the part that you were talking about? I tried inputting GameUI as the frame in place of the location where Mainframe will located and soaoverlaytemplate as the portrait. Since I am a noob at this, it is still hard for me to understand exactly what stuff it is that makes things work, but I am getting a clearer idea. Commandpanel was left the same. When I tried this, nothing showed up different. I used the same setup that you were using from the demo. Before I tried this, I simply tried switching the model with one of the console his and it showed up. Could it be possible it is not showing up due to offsets or something like that?
4. Image of Buttons is not showing up. What could I have done right?
Okay. I got the caster units in place and the buttons although they are working and I understand now how to offset them, the image of the buttons is not showing up. I looks like I copy and pasted most of the stuff needed for them to show up, but its the images that aren't showing up. Maybe I should study this a bit more carefully. I must have missed something.
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In reply to DrSuperEvil:
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In reply to DrSuperEvil:
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Now I have two questions pertaining to this.
1. How would I properly create this turret so it works right for the attached unit?
Like for example. Do I need to on the turret model actor state events such as Actor creation>Create such and such turret actor? Do I need to indicate the turret in some way through the actor?
2. Do I set the model actor of the Turret as the attachment subject for the turret or the unit it is attached to?
Self explanatory.
Here is a quick look at what I am trying to set up:
I haven't added local offsets yet, but I unsterstand how its done. I am basically trying to have the bile launcher shoot missiles atop the infested command center. The weapon animation, weapon itself, and death animations are working perfectly so far. It is following the unit in sync too.
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In reply to DrSuperEvil:
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In reply to DrSuperEvil: