those are threads i found. i see someone talks of SOP. i searched SOP on zeratul model, zeratul actor everything but i couldn't find it. also i looked at zeratul model animation by pressing Shift + D. there was nothing really. there were only two events about whirlwind on zeratul actor. Abil.Whirlwind.SourceCastStart and Abil.Whirlwind.SourceChannelStop. i added the whirlwind ability and two events in zealot actor. but zealot started running not whirlwind. how do i make this whirlwind ability work for other units? also i looked at other whirlwind ability (there was only one though). but that zealot whirlwind looked horrible and slow as compare to this zeratul whirlwind. so i dont want to use that.
The Zeratul model has an animation called Spell A where he spins by himself without the need for SOps. The Zealot lacks any such animation so you need the SOp (Forward Vector) method.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
The Zeratul model has an animation called Spell A where he spins by himself without the need for SOps. The Zealot lacks any such animation so you need the SOp (Forward Vector) method.
how do i do? any tutorial map? any screenshot? stop explaining of SOP. you can tell me which tab, which line not the word SOP. i think all the people who posted them dont understand it.
SOp stands for Site Operation. Actors have a field called Hosting: Host Site Operations - Operations, this is where you put SOps. They are all Actors.
To make a whirlwind unit you will need to make the actual Unit type actor use a models called Invisible. You then attach a Model type actor onto it using the visual you want for the unit. Copy all actor events from the Unit actor into the Model actor, this will make it respond just like an ordinary unit visually.
Attach two Model type actors that use a marine as a model. Have the first attached to the Unit actor at an offset of 1,1,0 and rotated so the head points towards the front of your unit. The second one is then attached to the overhead attachment point of the first and turned so the head points across the front of your unit. When the marines are scales to 2 using a Set Scale event action it will form a half square around the unit. Use actor events to set the marines to 0 opacity.
Make a SOp (Forward Vector) SOp and get it to face the overhead attachment point of the second marine model. Give the SOp to the Model type actor you are using for your unit visual. This will cause the visual for your unit to face the overhead of the second marine and follow it as both marine models scale. Use a system of actor event based timers on the unit visual model to order the marines to alter their scales as you want causing the visual model to spin.
The rest is just getting the visual model to play the right animation as it spins and to get the spinning to start and stop with your ability.
Ouch man, easy with that guy :D. Well, DrSuperEvil promoting method he invented long time ago, however with new Actor SiteOp - Rotator you can avoid attaching marines to everything at least for this particular task :). Study attached MAP.
Ouch man, easy with that guy :D. Well, DrSuperEvil promoting method he invented long time ago, however with new Actor SiteOp - Rotator you can avoid attaching marines to everything at least for this particular task :). Study attached MAP.
this is rhythmic gymnastics not whirlwind.. i think i want to make zealot spin like zeratul. only one hand.. or i want to make 3 zealots spin in one zealot.
Lol man you can't edit model animation through the editor, we can use only assets available in sc2. Just use your imagination. if you want cinematic quality whirlwind grab 3dsmax and make it by yourself (doubt you are able though, considering the fact that you don't want even try to learn smthng)
Lol man you can't edit model animation through the editor, we can use only assets available in sc2. Just use your imagination. if you want cinematic quality whirlwind grab 3dsmax and make it by yourself (doubt you are able though, considering the fact that you don't want even try to learn smthng)
that was a joke. i dont want to force you to do something stupid.
http://www.sc2mapster.com/media/files/668/724/_ABIL__Vortex__2_.SC2Map
http://www.sc2mapster.com/maps/lightning-stream/files/10-vortex/
i downloaded the map. there is zeratul that does whirlwind.
http://www.sc2mapster.com/forums/development/map-development/2347-rotating-units-vertically/
http://www.sc2mapster.com/forums/development/data/36669-solved-site-operation-rotation-problem/
http://www.sc2mapster.com/forums/development/data/52914-actor-rotation/
those are threads i found. i see someone talks of SOP. i searched SOP on zeratul model, zeratul actor everything but i couldn't find it. also i looked at zeratul model animation by pressing Shift + D. there was nothing really. there were only two events about whirlwind on zeratul actor. Abil.Whirlwind.SourceCastStart and Abil.Whirlwind.SourceChannelStop. i added the whirlwind ability and two events in zealot actor. but zealot started running not whirlwind. how do i make this whirlwind ability work for other units? also i looked at other whirlwind ability (there was only one though). but that zealot whirlwind looked horrible and slow as compare to this zeratul whirlwind. so i dont want to use that.
The Zeratul model has an animation called Spell A where he spins by himself without the need for SOps. The Zealot lacks any such animation so you need the SOp (Forward Vector) method.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
how do i do? any tutorial map? any screenshot? stop explaining of SOP. you can tell me which tab, which line not the word SOP. i think all the people who posted them dont understand it.
SOp stands for Site Operation. Actors have a field called Hosting: Host Site Operations - Operations, this is where you put SOps. They are all Actors.
To make a whirlwind unit you will need to make the actual Unit type actor use a models called Invisible. You then attach a Model type actor onto it using the visual you want for the unit. Copy all actor events from the Unit actor into the Model actor, this will make it respond just like an ordinary unit visually.
Attach two Model type actors that use a marine as a model. Have the first attached to the Unit actor at an offset of 1,1,0 and rotated so the head points towards the front of your unit. The second one is then attached to the overhead attachment point of the first and turned so the head points across the front of your unit. When the marines are scales to 2 using a Set Scale event action it will form a half square around the unit. Use actor events to set the marines to 0 opacity.
Make a SOp (Forward Vector) SOp and get it to face the overhead attachment point of the second marine model. Give the SOp to the Model type actor you are using for your unit visual. This will cause the visual for your unit to face the overhead of the second marine and follow it as both marine models scale. Use a system of actor event based timers on the unit visual model to order the marines to alter their scales as you want causing the visual model to spin.
The rest is just getting the visual model to play the right animation as it spins and to get the spinning to start and stop with your ability.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Ouch man, easy with that guy :D. Well, DrSuperEvil promoting method he invented long time ago, however with new Actor SiteOp - Rotator you can avoid attaching marines to everything at least for this particular task :). Study attached MAP.
edit: Uploaded better version.
this is rhythmic gymnastics not whirlwind.. i think i want to make zealot spin like zeratul. only one hand.. or i want to make 3 zealots spin in one zealot.
Lol man you can't edit model animation through the editor, we can use only assets available in sc2. Just use your imagination. if you want cinematic quality whirlwind grab 3dsmax and make it by yourself (doubt you are able though, considering the fact that you don't want even try to learn smthng)
that was a joke. i dont want to force you to do something stupid.
@abvdzh: Go
Hey, thanks for example map. Thanks to it I finally got around to check rotators. They're awesome!
@abvdzh: Go
I must agree your method is better for a uniform rotation but mine has the advantage of dynamic flexibility.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg