I have created a tower with the model of the Sensor Tower and am trying to get it to spin permanently around its Z-axis, ergo: turning from left to right (or the other way around) all the time.
thanks to some threads on this forum I already got it to rock like a Scot in a bar, but I can't seem to figure out rotation.
The beam which my Sensor Tower is shooting is launching from its 'spire', and the building can shoot all around itself -
all that is left is the model itself to rotate..
thanks for your help, and if I left out any important bit of info, let me know :)
so, if I get you right, I have to pick out something like the Auto-Turret's model, and 'attach' the sensor tower to it?
I thought I'd done that already when I duplicated the Auto-Turret and gave it's model the Sensor Tower look..
(I feel so dumb whenever I start trying to map for SC2, I wish there were a big encyclopaedic book dedicated to the Galaxy Editor :)
I am a bloody beginner at this, these are my first steps in the mapping business, please be patient, I promise to use Google as much as possible ;)
@ DrSuperEvil, can you please go into a little more detail about vectoring? That would be highly appreciated, unless it's the kind of topic that is redundantly explained on the forums and foolproof :)
@ adovid, that's the setup I had from the beginning, which doesn't work.
I am wondering - are turrets independent entities with models? I know they can be actors, and - well - turrets, but if the turret actor let's me pick a model, I might be on track..
Models basically can only be used with turrets, if they have a TurretZ attachment point. Most models do not possess one, so they will not visually turn with the turret.
The vector method is quite complicated, you could have a look at DrSuperEvils Windmill.
For a start you need a model with a TurretZ attachment point to have a turret. The turret actor is what allows a TurretZ attachment point of one of your actors to turn. With turret actors you just want them to be created when the turret is enabled and destroyed when it is disabled. The only other field of interest is the Turret - Attachment Body - Subject which termines which actor to enable the turret on. There are workarounds for actors that use models without a TurretZ attachment point by making it an attachment to an actor that does but has it's opacity set to 0.
With the second method you use a SOp (Local Offset) and SOp (Explicit Rotation) to place an attached Model actor (usually marine model because for some as yet unknown reason, not all work) along one of the axises of your plane of rotation at a slight distance so that the Overhead attachment point is on the opposite side of the host model compared to the Origin attachment point. You attach a second Model actor at a right angle onto the overhead attachment point of the previous one so that you now have half a square around your main actor. Attach the Model actor you want to rotate onto the same attachment point on the host actor as the first offset one and give it a SOp (Forward Vector) which has the Hosting - Host Forward - Subject set to the second actor of your half square and the Hosting - Host Forward Site Operations - Operations is set to attach to the overhead attachment point. You will now find that it faces the second offset model constantly. To get it to turn you will need to adjust the scales of the offset actors in a cyclic fashion using timers and the set scale actor events and to set the opacity of the offset actors to 0.
Here are example maps of both proceedures. Note the second one was made by Kueken531 who improved upon my method.
Also, we still don't know, what you want to do exactly.
Do you want the tower to just spin constantly at all times?
The easiest method would be no turret at all, in this case. Just attach the tower model to an invisible model, which rotates naturally and has attachment points at the rotating parts (for example the DarkWarpPrism model, which plays its Work animation).
Or do you need the tower to face the target?
In this case, you could remove the footprint and make it turnable. It changes the pathing, if that doesn't concern you, it is a very simple solution as well.
If you want to face the target and idle spinning while keeping the footprint, I suggest the invisible turret model.
If you want to have the most control over the rotation, use the Forward Vector method, but that one is the most complicated by far.
thanks for all the input and help, everyone. I was away from home for a couple of days, so I apologize for the delay.
Kueken - thanks also to you, and indeed I intend to have the tower rotating at all times, regardless of whether there are enemies to be attacked or not.
I will try the given suggestions, see how far I come and report back :)
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hi there,
I have created a tower with the model of the Sensor Tower and am trying to get it to spin permanently around its Z-axis, ergo: turning from left to right (or the other way around) all the time.
thanks to some threads on this forum I already got it to rock like a Scot in a bar, but I can't seem to figure out rotation.
The beam which my Sensor Tower is shooting is launching from its 'spire', and the building can shoot all around itself -
all that is left is the model itself to rotate..
thanks for your help, and if I left out any important bit of info, let me know :)
skunk
I would use a rotating model as a base and attach the sensor tower to it.
hi kueken,
so, if I get you right, I have to pick out something like the Auto-Turret's model, and 'attach' the sensor tower to it?
I thought I'd done that already when I duplicated the Auto-Turret and gave it's model the Sensor Tower look.. (I feel so dumb whenever I start trying to map for SC2, I wish there were a big encyclopaedic book dedicated to the Galaxy Editor :)
I am a bloody beginner at this, these are my first steps in the mapping business, please be patient, I promise to use Google as much as possible ;)
Does it need to rotate constantly or only when the turret is not associated with attacking?
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
hi DrSuperEvil,
I'd like my soon to be renamed Sensor Tower to be rotating constantly, independent of its state.
1. Have a turret on a unit with no weapon that has an instnat idle and turns constantly.
2. Use a forward vector to constantly follow a synchronized pair of actors at right angles that constantly change their scales.
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
If it's a turret, Data Editor->Turrets and select your turret and it should be Idle->Spin.
@ DrSuperEvil, can you please go into a little more detail about vectoring? That would be highly appreciated, unless it's the kind of topic that is redundantly explained on the forums and foolproof :)
@ adovid, that's the setup I had from the beginning, which doesn't work.
I am wondering - are turrets independent entities with models? I know they can be actors, and - well - turrets, but if the turret actor let's me pick a model, I might be on track..
Models basically can only be used with turrets, if they have a TurretZ attachment point. Most models do not possess one, so they will not visually turn with the turret.
The vector method is quite complicated, you could have a look at DrSuperEvils Windmill.
For a start you need a model with a TurretZ attachment point to have a turret. The turret actor is what allows a TurretZ attachment point of one of your actors to turn. With turret actors you just want them to be created when the turret is enabled and destroyed when it is disabled. The only other field of interest is the Turret - Attachment Body - Subject which termines which actor to enable the turret on. There are workarounds for actors that use models without a TurretZ attachment point by making it an attachment to an actor that does but has it's opacity set to 0.
With the second method you use a SOp (Local Offset) and SOp (Explicit Rotation) to place an attached Model actor (usually marine model because for some as yet unknown reason, not all work) along one of the axises of your plane of rotation at a slight distance so that the Overhead attachment point is on the opposite side of the host model compared to the Origin attachment point. You attach a second Model actor at a right angle onto the overhead attachment point of the previous one so that you now have half a square around your main actor. Attach the Model actor you want to rotate onto the same attachment point on the host actor as the first offset one and give it a SOp (Forward Vector) which has the Hosting - Host Forward - Subject set to the second actor of your half square and the Hosting - Host Forward Site Operations - Operations is set to attach to the overhead attachment point. You will now find that it faces the second offset model constantly. To get it to turn you will need to adjust the scales of the offset actors in a cyclic fashion using timers and the set scale actor events and to set the opacity of the offset actors to 0.
Here are example maps of both proceedures. Note the second one was made by Kueken531 who improved upon my method.
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
Also, we still don't know, what you want to do exactly.
Do you want the tower to just spin constantly at all times?
The easiest method would be no turret at all, in this case. Just attach the tower model to an invisible model, which rotates naturally and has attachment points at the rotating parts (for example the DarkWarpPrism model, which plays its Work animation).
Or do you need the tower to face the target?
In this case, you could remove the footprint and make it turnable. It changes the pathing, if that doesn't concern you, it is a very simple solution as well.
If you want to face the target and idle spinning while keeping the footprint, I suggest the invisible turret model.
If you want to have the most control over the rotation, use the Forward Vector method, but that one is the most complicated by far.
thanks for all the input and help, everyone. I was away from home for a couple of days, so I apologize for the delay.
Kueken - thanks also to you, and indeed I intend to have the tower rotating at all times, regardless of whether there are enemies to be attacked or not.
I will try the given suggestions, see how far I come and report back :)