If you need to attach a flashlight to a unit or weapon you here.
So start with that card companies will open THorner03.SC2Map, after its opening, we go to the Data tab (F7), go to the type of data - Models and the search dial "Lantern - model" (VERY IMPORTANT character cases, we collect the same as it is written here only without the quotes), we find its copy (pre-creation of a map) in the Models tab. Save.
Once again, open the map THorner03.SC2Map, and go to the type of data - algorithms, we find "Raynor - Lantern" and do the same operation, copy to your card in the algorithms save.
Once again, open the map THorner03.SC2Map, and go to the type of data - Agents find "FlashlightModel" in brackets can be further appended (Untitled), do everything the same as before. Save. In this copy is complete.
We are at your map in a data module.
Jump to the type of data - Units. We find the desired item (to whom we will attach a flashlight), select it and right a menu with tabs, click the very first "algorithms" immediately below the first table, right-click - add value, select a blank line and bottom-activated field algorithm click it and choose from the list of "Raynor - Lantern."
Now choose a point of attachment to one. Jump to the type of data - Agents find our "FlashlightModel" and in the right menu with tabs click "Attach" at the bottom of the table "Operations" then right-click - add a value, click the blank line that appears in the table below and select the field in the activated position attachment.
I choose SOpAttachHead (the head) because I need a card that would shine the flashlight in the direction of where the character is running and the card I have is dark. But can be attached to the weapon, and a more realistic behavior in the light maps. There are a lot of points for experimentation so pick any. And you can save and run the map. Enjoy.
Thank you for your attention.
@ Karpik
If you need to attach a flashlight to a unit or weapon you here. So start with that card companies will open THorner03.SC2Map, after its opening, we go to the Data tab (F7), go to the type of data - Models and the search dial "Lantern - model" (VERY IMPORTANT character cases, we collect the same as it is written here only without the quotes), we find its copy (pre-creation of a map) in the Models tab. Save.
Once again, open the map THorner03.SC2Map, and go to the type of data - algorithms, we find "Raynor - Lantern" and do the same operation, copy to your card in the algorithms save. Once again, open the map THorner03.SC2Map, and go to the type of data - Agents find "FlashlightModel" in brackets can be further appended (Untitled), do everything the same as before. Save. In this copy is complete.
We are at your map in a data module. Jump to the type of data - Units. We find the desired item (to whom we will attach a flashlight), select it and right a menu with tabs, click the very first "algorithms" immediately below the first table, right-click - add value, select a blank line and bottom-activated field algorithm click it and choose from the list of "Raynor - Lantern." Now choose a point of attachment to one. Jump to the type of data - Agents find our "FlashlightModel" and in the right menu with tabs click "Attach" at the bottom of the table "Operations" then right-click - add a value, click the blank line that appears in the table below and select the field in the activated position attachment. I choose SOpAttachHead (the head) because I need a card that would shine the flashlight in the direction of where the character is running and the card I have is dark. But can be attached to the weapon, and a more realistic behavior in the light maps. There are a lot of points for experimentation so pick any. And you can save and run the map. Enjoy. Thank you for your attention. @ Karpik