We have used both, but the key is the new behavior "look at" which was modified in LotV. Check the "BattleCruiser" and "look at" you will find how blizzard do it in LotV.
Once we can control the turret to point to their targets, the last works are scope limitation and target filter which you can do in plenty of ways.
"Look at" behavior has been there since much earlier than LotV, I used it to implement a full spherical turret a couple of years ago. But it was so buggy, man, I never witnessed anything that much buggy, and decided to never touch that shit again, even though it looked cool in game, when a huge robot aims his gun down to kill a little zergling and then raises it up to aim flying units.
"Behavior" term is not only used in the editor, but also is a name of a group of special model features in Art Tools. It's been a while since I used it, but I remember that we need to define "look at" behavior in Art Tools, which simply gives a special interface to a bone of the model. This interface can then be used by "look at" trigger action in the editor so the bone will be rotated in a specified direction.
You mentioned some related effect, so it may be the improvement Delphinium mentioned. Would be nice if they made it work through pure data. When I worked on my last map I was an extreme data purist, but I had no choice but to use triggers for that look at thing, and it was the only trigger in the map, that has anything to do with unit attacks.
Glad to see zolden here~I'll bring you more frog gifs.
I am not good at explaining the differences between "behavior" in art tools and sc2 editor.
Usually the behaviors in the art tools allow your model can respond to the orders in the game. It makes your model "Smart"
For example, the IK behavior allows the bones respond to the ground, like the colossus's legs.
the turret behavior limits the area that turret bone can reach.
the billboard behavior forces the bones look at a certain direction or objects (for example the camera.)
etc.
When Blizzard first time added the turret behavior, which we called "look at" (yep, they call it look at in the cutscene...) behavior. They use it to make look at animations for the CG animations, like keeping the character's head looking at someone leaves, at that time, the behavior must to named like "eye" "head" "Chest" and so on.
But in the LotV, they began to use this to really control the turrets, and replaced the Ref_Turret attachment. (if there is only one turret in the unit, the ref_turretZ is still a good solution.)
In the editor the behavior are totally different. Zolden knows that better than me.
@DrSuperEvil: Go
Do you want to have a try on the multiple turrets unit? I can send you our spider robot.
Hi everyone, Nanakey did this in-game animation yesterday. The destroyed unit in the gif in fact is the avatar of our work place in real life. Nanakey believes that we should be a part of our game, so we decided to dedicate we both (and our employer...) to stop the alien invasion.
But of cause they failed, other wise there is no next stories...
I certainly would like to see how you have gone about making that unit. When it comes to side turrets I have had some issues with multicasting so would like to see your solutions to the problem.
It is an impressive model but I was more interested in what you were doing with it, as shown in post #924. The mod you have provided only seems to contain the model.
The way we realize it may be not the same as you think. Weapons except the main gun controls by script, not "Weapon", "Behavior" or "Ability".
On the display layer, we use CActorLookAt to control the facing angle. It because there maybe only three turrets can be set in one model, and also Blizzard use CActorLookAt to control weapon in display layer, such as Battlecruiser. You can find BattlecruiserLookAt00 to BattlecruiserLookAt07 in void.sc2mod, and in Viod, Battlecruiser`s weapon which attack ground controls small turrets.
On the logic layer, because of the limit of control system of our game, we use some timer event to search target unit, and also use script to hold target unit till it die. Another reason is that the unit is not turnable, the base angle is constant, so if we use weapon as the start point of attack, its range of attack would not rotate when the main turret change its angle.
The missile is create by CEffectLaunchMissile, after get a target unit or attack time come, we use Galaxy API UnitCreateEffectUnit to launch missile.
whimsyduke and nanakey are the guys who finally got the job done in the editor, sorry DrSuperEvil, I am not good enough to explain the whole mechanism.
Our system supports that but we probably won't do that.
There are a few of characters are much huger than the marine, and they all need to use the anser-class shutter to start the mission. In this case, we created special animations to allow them curl up in the cabin, but those animations can hardly blend with walk animations.
To make it easier, image the Hulk trying to squeeze into a Quinjet, it will be a disaster.
@DrSuperEvil: Go
We have used both, but the key is the new behavior "look at" which was modified in LotV. Check the "BattleCruiser" and "look at" you will find how blizzard do it in LotV.
Once we can control the turret to point to their targets, the last works are scope limitation and target filter which you can do in plenty of ways.
Today I have finished a better UI model for our mission selection. Hope you like it.
@Delphinium1987: Go
"Look at" behavior has been there since much earlier than LotV, I used it to implement a full spherical turret a couple of years ago. But it was so buggy, man, I never witnessed anything that much buggy, and decided to never touch that shit again, even though it looked cool in game, when a huge robot aims his gun down to kill a little zergling and then raises it up to aim flying units.
@Zolden: Go
Yep, the look at behavior now has been modified and supports better on turrets.
I am confused. I can see an actor and an effect with such functionality but not a behaviour. Could you please be more specific?
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
"Behavior" term is not only used in the editor, but also is a name of a group of special model features in Art Tools. It's been a while since I used it, but I remember that we need to define "look at" behavior in Art Tools, which simply gives a special interface to a bone of the model. This interface can then be used by "look at" trigger action in the editor so the bone will be rotated in a specified direction.
You mentioned some related effect, so it may be the improvement Delphinium mentioned. Would be nice if they made it work through pure data. When I worked on my last map I was an extreme data purist, but I had no choice but to use triggers for that look at thing, and it was the only trigger in the map, that has anything to do with unit attacks.
The Modify Unit effect can now make turrets face a target.
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
Glad to see zolden here~I'll bring you more frog gifs.
I am not good at explaining the differences between "behavior" in art tools and sc2 editor.
Usually the behaviors in the art tools allow your model can respond to the orders in the game. It makes your model "Smart"
For example, the IK behavior allows the bones respond to the ground, like the colossus's legs.
the turret behavior limits the area that turret bone can reach.
the billboard behavior forces the bones look at a certain direction or objects (for example the camera.)
etc.
When Blizzard first time added the turret behavior, which we called "look at" (yep, they call it look at in the cutscene...) behavior. They use it to make look at animations for the CG animations, like keeping the character's head looking at someone leaves, at that time, the behavior must to named like "eye" "head" "Chest" and so on.
But in the LotV, they began to use this to really control the turrets, and replaced the Ref_Turret attachment. (if there is only one turret in the unit, the ref_turretZ is still a good solution.)
In the editor the behavior are totally different. Zolden knows that better than me.
@DrSuperEvil: Go Do you want to have a try on the multiple turrets unit? I can send you our spider robot.
Hi everyone, Nanakey did this in-game animation yesterday. The destroyed unit in the gif in fact is the avatar of our work place in real life. Nanakey believes that we should be a part of our game, so we decided to dedicate we both (and our employer...) to stop the alien invasion.
But of cause they failed, other wise there is no next stories...
@Delphinium1987: Go
I certainly would like to see how you have gone about making that unit. When it comes to side turrets I have had some issues with multicasting so would like to see your solutions to the problem.
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
Here you go! :)
I can support you the spider unit model I made, be gentle, it's shy.
Thanks.
It is an impressive model but I was more interested in what you were doing with it, as shown in post #924. The mod you have provided only seems to contain the model.
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
The way we realize it may be not the same as you think. Weapons except the main gun controls by script, not "Weapon", "Behavior" or "Ability".
On the display layer, we use CActorLookAt to control the facing angle. It because there maybe only three turrets can be set in one model, and also Blizzard use CActorLookAt to control weapon in display layer, such as Battlecruiser. You can find BattlecruiserLookAt00 to BattlecruiserLookAt07 in void.sc2mod, and in Viod, Battlecruiser`s weapon which attack ground controls small turrets.
On the logic layer, because of the limit of control system of our game, we use some timer event to search target unit, and also use script to hold target unit till it die. Another reason is that the unit is not turnable, the base angle is constant, so if we use weapon as the start point of attack, its range of attack would not rotate when the main turret change its angle. The missile is create by CEffectLaunchMissile, after get a target unit or attack time come, we use Galaxy API UnitCreateEffectUnit to launch missile.
At last, I am not Nanakey.
@Delphinium1987: Go
well that space-base is busted, just like in the starcraft 1 opening cinematic x3
Adun Toridas :)
@whimsyduke: Go
Thank you. I will tell you if I eventually find a pure data solution that is suitable for units like that.
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
@whimsyduke: Go
Thanks my partner.
whimsyduke and nanakey are the guys who finally got the job done in the editor, sorry DrSuperEvil, I am not good enough to explain the whole mechanism.
Hi, Happy Halloween!
I've finished the latter half for one of our previous cut-scene work. Now it can fully cover the transition from our base to the mission area.
Could you not have made the marine walk into the craft instead of teleporting in?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Our system supports that but we probably won't do that.
There are a few of characters are much huger than the marine, and they all need to use the anser-class shutter to start the mission. In this case, we created special animations to allow them curl up in the cabin, but those animations can hardly blend with walk animations.
To make it easier, image the Hulk trying to squeeze into a Quinjet, it will be a disaster.
Understandable. As for your analogy, the Hulk has squeezed into that.
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