So I've read *that* thread, and I know how to add shields to non-protoss models, and it works. Except.
I've created a custom unit (based on the baneling) that I want to have shields. It uses the Archon Warp model (the in-progress animation played when templars are merging). I set up shield animations for the unit, and it doesnt work, so I changed the unit's model back to a baneling, and then the shield animations started working.
So whats wrong with the Archon Warp model that doesnt allow shield attatchments, and can I fix it?
(it does have 3 attachment points, according to the model previewer, but they arent working, as I've tried both origin and center and neither work)
EDIT:
or alternitavely, if anyone would be able to tell me how to make a regular Archon model play the "Work" animation *all the time*, that would work too.
You might need to make it smaller, instead of bigger. The bounding box for that model is pretty big, almost 2 radius (more than twice as big as the baneling). So if 5 works for the baneling, try 2.5 for the archon model? I'm just guessing here, but most everything in data seems to work as a multiplier.
I just added the Immortal's Hardened Shields to a unit of mine. I just copied the Behavior along with the actors, set the behavior in my unit's Behavior - Behavior +, et voila...
I don't know which model you are using for your shields, but just check the sizes make sure it's scaled correctly. Check the Events of your shield's visual Actor to make sure it's all OK, and also make sure the Host Site Operations has SOpAttachCenter or something of the kind in it.
@Snekkel(1):
The impact animations always play on the model, so the shield attatchments jsut arent working. They arent really huge.
@bone123:
I've tried that, sorry D:
@Kueken531:
TBH, I havnt tried fiddling with that at all. (I got to, actor creation, play animation - it didnt work)
So what do I need to do in relation to actor events?
@snekkel(2):
I think(?) im using the default protoss shields. Like I said, i changed the model back to a baneling, and the shields work fine. But when i changed the model (maby i'm not being clear here, considering theres a data type called model... I mean the actual model, not the model type - I kept the same model but changed what model it uses... if that makes any sense) to the Archon Warp, the shields no longer worked (any damage animation impacted the unit itself, not the shields, and not where the shields are supposed to be)
EDIT:
@Kueken531: Hmm... I did some actual looking and I actually found the 'basline animations' field.. go me.
and the unit has a suicide attack, I don't think ill have to worry about changing the attack event animation :P
So this is fixed then! i've got it looking like what I want it to!
It looks better with the archon work animation anyway >.>
So I've read *that* thread, and I know how to add shields to non-protoss models, and it works. Except.
I've created a custom unit (based on the baneling) that I want to have shields. It uses the Archon Warp model (the in-progress animation played when templars are merging). I set up shield animations for the unit, and it doesnt work, so I changed the unit's model back to a baneling, and then the shield animations started working.
So whats wrong with the Archon Warp model that doesnt allow shield attatchments, and can I fix it?
(it does have 3 attachment points, according to the model previewer, but they arent working, as I've tried both origin and center and neither work)
EDIT: or alternitavely, if anyone would be able to tell me how to make a regular Archon model play the "Work" animation *all the time*, that would work too.
@TheRedDrake: Go
The archon merge model might be a really tiny model, have you tried scaling up the shield model around it?
ive put the shield radius to 5. ill try something absolutely huge
EDIT: ya no. I tried having 100 shield radius. still nothing. I think the attatchment points on that model dont work or something
@TheRedDrake: Go
You might need to make it smaller, instead of bigger. The bounding box for that model is pretty big, almost 2 radius (more than twice as big as the baneling). So if 5 works for the baneling, try 2.5 for the archon model? I'm just guessing here, but most everything in data seems to work as a multiplier.
attach the shield to center?can't remeber rirght now, how this has been done
Changing the animation baselines to "stand work" doesn't work? (and deleting the attack animation event of course)
I just added the Immortal's Hardened Shields to a unit of mine. I just copied the Behavior along with the actors, set the behavior in my unit's Behavior - Behavior +, et voila...
I don't know which model you are using for your shields, but just check the sizes make sure it's scaled correctly. Check the Events of your shield's visual Actor to make sure it's all OK, and also make sure the Host Site Operations has SOpAttachCenter or something of the kind in it.
umm, lets see:
@Snekkel(1): The impact animations always play on the model, so the shield attatchments jsut arent working. They arent really huge.
@bone123: I've tried that, sorry D:
@Kueken531: TBH, I havnt tried fiddling with that at all. (I got to, actor creation, play animation - it didnt work) So what do I need to do in relation to actor events?
@snekkel(2): I think(?) im using the default protoss shields. Like I said, i changed the model back to a baneling, and the shields work fine. But when i changed the model (maby i'm not being clear here, considering theres a data type called model... I mean the actual model, not the model type - I kept the same model but changed what model it uses... if that makes any sense) to the Archon Warp, the shields no longer worked (any damage animation impacted the unit itself, not the shields, and not where the shields are supposed to be)
bump
EDIT: @Kueken531: Hmm... I did some actual looking and I actually found the 'basline animations' field.. go me. and the unit has a suicide attack, I don't think ill have to worry about changing the attack event animation :P
So this is fixed then! i've got it looking like what I want it to! It looks better with the archon work animation anyway >.>