I am currently trying to set up a worker with a custom, but I have stumbled into an issue. I can't seem to find a way to make it carry minerals on the SOpAttachWeaponLeft attachment point, rather than the default SOpAttachHardPoint. I can change the relevant actor (Carry Mineral Field Minerals) to use SOpAttachWeaponLeft, but then the default worker models such as the SCV no longer carry minerals in the correct position. I tried replicating the actor, but so far I have been unable to make my unit make use of it. I even created a new copy of Carry Anim actor and of the Carry Mineral Field Minerals and made them refer to each other and to my replication of the Carry Mineral Field Minerals actor, and made my unit use the new copy of the Carry Anim actor, but no avail. Any ideas on what I could do to solve this issue?
The problem is not that the SOp doesn't work - it does, the issue is that I can't seem to find a way to have different SOp points for the carried mineral for my Custom Gatherer and the default gatherers - so if I set the Carry Mineral Field Minerals actor (which is used by all workers) to use SOpAttachWeaponLeft, then SCVs also attach minerals at that point. It is also not clear to me how the behavior which that actor checks for attaching the mineral is applied, the "Carry Mineral Field Minerals" behavior, so I can't create a new behavior just for my Custom Gatherer.
It would appear that the Carry Mineral Behavior is added by the Mineral Field
The Mineral Field then has the behavior Minerals (Mineral Field)
which adds the Carry Mineral Field behavior
Behavior: Carry Resource Behavior: Carry Mineral Field Minerals
Perhaps if you made a Behavior with duration of .1 second
that then ran a set Effect to apply the Carry Mineral Field
and another buff for your other unit type using validators to
ensure the buff gets attached to the correct worker
I took a few minutes to show you what i mean
If you load the map you will notice that the behaviors applied to each worker are different
Firstly the behaviour is applied by the Behavior: Carry Resource Behavior field of the Resource behaviour.
Just make a copy of the actor and add a Validate Unit term linked to a Unit Type validator for both actors so the actor is only created if the behaviour is on certain units.
I am currently trying to set up a worker with a custom, but I have stumbled into an issue. I can't seem to find a way to make it carry minerals on the SOpAttachWeaponLeft attachment point, rather than the default SOpAttachHardPoint. I can change the relevant actor (Carry Mineral Field Minerals) to use SOpAttachWeaponLeft, but then the default worker models such as the SCV no longer carry minerals in the correct position. I tried replicating the actor, but so far I have been unable to make my unit make use of it. I even created a new copy of Carry Anim actor and of the Carry Mineral Field Minerals and made them refer to each other and to my replication of the Carry Mineral Field Minerals actor, and made my unit use the new copy of the Carry Anim actor, but no avail. Any ideas on what I could do to solve this issue?
And other weapon attaching SOps don't work?
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 problem is not that the SOp doesn't work - it does, the issue is that I can't seem to find a way to have different SOp points for the carried mineral for my Custom Gatherer and the default gatherers - so if I set the Carry Mineral Field Minerals actor (which is used by all workers) to use SOpAttachWeaponLeft, then SCVs also attach minerals at that point. It is also not clear to me how the behavior which that actor checks for attaching the mineral is applied, the "Carry Mineral Field Minerals" behavior, so I can't create a new behavior just for my Custom Gatherer.
It would appear that the Carry Mineral Behavior is added by the Mineral Field
The Mineral Field then has the behavior Minerals (Mineral Field)
which adds the Carry Mineral Field behavior
Behavior: Carry Resource Behavior: Carry Mineral Field Minerals
Perhaps if you made a Behavior with duration of .1 second
that then ran a set Effect to apply the Carry Mineral Field
and another buff for your other unit type using validators to
ensure the buff gets attached to the correct worker
I took a few minutes to show you what i mean
If you load the map you will notice that the behaviors applied to each worker are different
Firstly the behaviour is applied by the Behavior: Carry Resource Behavior field of the Resource behaviour.
Just make a copy of the actor and add a Validate Unit term linked to a Unit Type validator for both actors so the actor is only created if the behaviour is on certain units.
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
Thanks to both of you for your suggestions! I tried DrSuperEvil's solution and it worked flawlessly!