Hey guys i was looking at the advanced movers tutorial and i got a spinning mover to work but its not really what I'm looking for. I'm trying to recreate a glaive effect where the projectile moves straight to the target but the projectile is spinning on the z axis constantly until it hits the target. Does anyone know how to do this?
EDIT: Solved
Used Kueken531's method.
Works perfectly. Added Event: SetGlobalTimeScale on Actor creation.
It increases the speed of the rotating model.
Unless I'm not understanding what you're asking for correctly, I think you're looking for a revolving effect, actually... which means the projectiles will rotate around themselves while moving. Set a revolution speed on the Z axis and it should work fine.
You could probably just use a rotating model and attach your projectile model to that. Afaik, movers do not support this kind of spinning, but it doesn't affect the flight path anyway, it is purely visual.
You can increase the animation speed of the rotating model in the actor's events. However, for this projectile size and speed, you will probably not even notice a difference, you might need to change those, as well.
which event is it? set speed? i set the missile’s speed to 900 in the events and it still spins slowly. the projectiles speed is defined in its mover correct?
Which model did you use initially as a rotating model? Which actor did you apply to Set Animation TIme Scale to? I looked at your map and changed Maraduer missile actor to Tech Purchase Portrait Turn (TPPT model), but it had no effect when I attached my projectile to the TPPT model upon the actor creation of TPPT.
Patch 1.5 introduced a new Rotation site operation, which should be able to rotate missiles without the need to attach them to an invisible model. You can set the turn speed in that site operation.
€ oh well, it doesn't seem to work with missile actors -.-
I use a model called TechPurchasePortraitTurn, which is basically only an invisible turning attachment point. I did set the actual missile actor to use this model and attached the model of the missile to it. I changed the animation speed of the missile actor (the actor using the invisible turning attachment point as a model).
Patch 1.5 introduced a new Rotation site operation, which should be able to rotate missiles without the need to attach them to an invisible model. You can set the turn speed in that site operation.
Is this in movers or actor data? The closest thing I found was
"Actor - Hosting - Site Operations - SopRotationSmooth"
I searched the patch notes and found
"Added CActorSiteOpRotator for spinning actor around arbitrary axes at arbitrary rate. Propellers can be made with this."
It is a new actor type, but it has no premade actors. So you create a new actor of type Site Operation - Rotator. Then you can select it in the site operations field of another actor.
However, as edited in the previous post, they don't seem to work on missile actors.
It is a new actor type, but it has no premade actors. So you create a new actor of type Site Operation - Rotator. Then you can select it in the site operations field of another actor.
However, as edited in the previous post, they don't seem to work on missile actors.
I combined our work to get the desired result.
Change missile model to ANY blank model.
Add event - Actor Creation - Create - ACTORB
Create new actor - Name it ROTATEME - Site Operation Rotator - Z = 1, Rate = 360.
Go to ACTORB - Hosting - Site Operations - Add ROTATE ME
When your unit fires now, it appears to shoot a rotating model.
Hey guys i was looking at the advanced movers tutorial and i got a spinning mover to work but its not really what I'm looking for. I'm trying to recreate a glaive effect where the projectile moves straight to the target but the projectile is spinning on the z axis constantly until it hits the target. Does anyone know how to do this?
EDIT: Solved
Used Kueken531's method.
Works perfectly. Added Event: SetGlobalTimeScale on Actor creation. It increases the speed of the rotating model.
See 6th post for his method map is attached.
Credit: Kueken531 Thanks man.
Unless I'm not understanding what you're asking for correctly, I think you're looking for a revolving effect, actually... which means the projectiles will rotate around themselves while moving. Set a revolution speed on the Z axis and it should work fine.
What i really want is the projectile to be stationary along the line it takes from the launch to the end but to be spinning on the z axis.
Edit:
Here's a picture =]
You could probably just use a rotating model and attach your projectile model to that. Afaik, movers do not support this kind of spinning, but it doesn't affect the flight path anyway, it is purely visual.
@Kueken531: Go
You could do this with two rocker actors I would believe
http://www.sc2mapster.com/forums/resources/tutorials/15253-tutorial-data-the-roll-copter-drunk-marauder-etc-by/
I will try and make a sample for you.
@SouLCarveRR: Go
I am pretty sure, rocker can do anything but z-axis rotation :)
€ thats what its look like, if you attach the missile to a rotating model
@SouLCarveRR: Go
I am pretty sure, rocker can do anything but z-axis rotation :)
<</quote>>
yup finding thats a problem and its late....
[reply=443267]
i used your rotate method and it works but doesn’t spin fast enough.
You can increase the animation speed of the rotating model in the actor's events. However, for this projectile size and speed, you will probably not even notice a difference, you might need to change those, as well.
@Kueken531:
which event is it? set speed? i set the missile’s speed to 900 in the events and it still spins slowly.
the projectiles speed is defined in its mover correct?
You can use Animation Set Time Scale or Set Time Scale Global, the set speed message is used for mover site actors afaik.
Yes.
Which model did you use initially as a rotating model? Which actor did you apply to Set Animation TIme Scale to? I looked at your map and changed Maraduer missile actor to Tech Purchase Portrait Turn (TPPT model), but it had no effect when I attached my projectile to the TPPT model upon the actor creation of TPPT.
Patch 1.5 introduced a new Rotation site operation, which should be able to rotate missiles without the need to attach them to an invisible model. You can set the turn speed in that site operation.
€ oh well, it doesn't seem to work with missile actors -.-
I use a model called TechPurchasePortraitTurn, which is basically only an invisible turning attachment point. I did set the actual missile actor to use this model and attached the model of the missile to it. I changed the animation speed of the missile actor (the actor using the invisible turning attachment point as a model).
Is this in movers or actor data? The closest thing I found was "Actor - Hosting - Site Operations - SopRotationSmooth"
I searched the patch notes and found
"Added CActorSiteOpRotator for spinning actor around arbitrary axes at arbitrary rate. Propellers can be made with this."
But where is this found?
It is a new actor type, but it has no premade actors. So you create a new actor of type Site Operation - Rotator. Then you can select it in the site operations field of another actor.
However, as edited in the previous post, they don't seem to work on missile actors.
I combined our work to get the desired result.
Change missile model to ANY blank model.
Add event - Actor Creation - Create - ACTORB
Create new actor - Name it ROTATEME - Site Operation Rotator - Z = 1, Rate = 360.
Go to ACTORB - Hosting - Site Operations - Add ROTATE ME
When your unit fires now, it appears to shoot a rotating model.
Yep, that works too.
Thought I'd upload a video attachment