I'm looking to create a beam between two objects; I've gotten the beam part done but now I want the height of the impact point to scale with the size of the actor it is impacting. I've created a Sop Offset actor with a certain Z offset, but I can't seem to get it to scale with the size of the impact actor. I'm not sure if the scale should be applied on the beams itself, or the offset Sop actor.
Also, the impact actor has no attachment points, adding to the difficulty.
Attach it to a hidden marine on the overhead attachment point that then is scaled. Would need more details about how the different scaled units are set up colission wise to solve next part.
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Thought about that, can't do it effectively since this would need to be done for mass units and I'd have to store the marine info in triggers. As I indicated, there are no attachment points of any use. Any other suggestions? The units aren't set up collision-wise at all. Pretty sure I have to use a Sop offset
Working on it when I have the time. Currently working on the knee visuals, also need the foot and the stomp attack. Not had alot of time the last week or so.
Nope. You could compare the scale of the model via triggers and adjust the marine scale via triggers as well if you have so much variation. Else just use blender to add an attachment point or two.
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Screenshot2012-08-26_01_03_01.jpg
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Hello,
I'm looking to create a beam between two objects; I've gotten the beam part done but now I want the height of the impact point to scale with the size of the actor it is impacting. I've created a Sop Offset actor with a certain Z offset, but I can't seem to get it to scale with the size of the impact actor. I'm not sure if the scale should be applied on the beams itself, or the offset Sop actor.
Also, the impact actor has no attachment points, adding to the difficulty.
Any Suggestions? Thanks
Attach it to a hidden marine on the overhead attachment point that then is scaled. Would need more details about how the different scaled units are set up colission wise to solve next part.
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
The good old hidden marine :)
What is the progress on the Spiderbot? Fourth leg already attached? We need updates!!
@DrSuperEvil: Go
Thought about that, can't do it effectively since this would need to be done for mass units and I'd have to store the marine info in triggers. As I indicated, there are no attachment points of any use. Any other suggestions? The units aren't set up collision-wise at all. Pretty sure I have to use a Sop offset
@KrayzBlu: Go
Basically, I'm looking to pass the Scale info from the target unit to the Sop offset actor via the beam actor. Is this even possible?
@Bommes: Go
Working on it when I have the time. Currently working on the knee visuals, also need the foot and the stomp attack. Not had alot of time the last week or so.
@KrayzBlu: Go
Nope. You could compare the scale of the model via triggers and adjust the marine scale via triggers as well if you have so much variation. Else just use blender to add an attachment point or two.
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