The idea is a unit is created who's sole purpose is to be at a certain spot and facing a certain angle. I know you can do this with triggers but I think it'd be much more elegant if I could accomplish this within the data editor.
Short story: I'm making direct-fire missiles and I want them to 'bounce' when they encounter certain objects like the one I want to place, so I've gotten the bounce to work and that's great but one glitch is how large I need to make the collision spheres for the objects which will create the bounce condition and this in turn makes the bounce happen much sooner then I'd like. So the alt is to make units along its facing axis that each have little collision spheres which trigger the bounce instead. The problem is I know how to make these objects with a persistent effect but I don't know how to make them match the facing of the parent object that created them...
So my beautiful forcefield thing is killing them much sooner then I'd like, ie:
I'd rather the missiles actually get close to it before meeting their death/bounce.
(sorry, I realize this video doesn't actually show the field bouncing them just the wall, but yah)
I am not sure I followed this post entirely. But you can add event "actor creation>>set rotation" in actor events in the Data editor. This is a global and permanent rotation setting. I learned this while trying to find a local and temporary set rotation command.
This is good to know but unfortunately doesn't fit what I'm looking to accomplish, my apologies for not being clearer on what I'm looking for. Essential I want to put an effect(or event actually come to think of it) on a unit that when it's created it'll spawn a bunch of units all facing the same direction as itself is. The main thing being that there are lots of great models of really long/narrow wall-like things but if you want to use one you have to rely on its center point+outward direction to determine the collision with it using a collision sphere. I'm looking to avoid that by creating a bunch of things along such an object's X axis that will each provide their own collision sphere instead.
Sorry again, further edit: It won't be just one object facing one direction I'm looking to match, but essentially a pile of them throughout a map each with their own facing that I want to be able to attach these child units onto.
ok I think I have a somewhat better understanding of your needs but I am very tired atm. I am just thinking out loud here, it might not help at all.
I think you want to use Site Operations of type local offset (offset in X direction from host unit) and make sure their inherit properties field includes facing/rotation. If you are unfamiliar with site operations I suggest cruising over to ProzaicMuze's multiple tutorials on them. One possible limitation is that I have only ever thought of actors/models added to unit with SiteOps as a graphical effect. I am unsure if they can be treated as their own unit and therefore have the radius properties that you might need to exploit to interact with them.
That's right eh? Site ops are pretty much born to do this sort of stuff, neat yah I'll have to try that. I'd been focusing on using an effect with a persistent set to make them but yah the site ops outta be able to do this too.
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The idea is a unit is created who's sole purpose is to be at a certain spot and facing a certain angle. I know you can do this with triggers but I think it'd be much more elegant if I could accomplish this within the data editor.
Short story: I'm making direct-fire missiles and I want them to 'bounce' when they encounter certain objects like the one I want to place, so I've gotten the bounce to work and that's great but one glitch is how large I need to make the collision spheres for the objects which will create the bounce condition and this in turn makes the bounce happen much sooner then I'd like. So the alt is to make units along its facing axis that each have little collision spheres which trigger the bounce instead. The problem is I know how to make these objects with a persistent effect but I don't know how to make them match the facing of the parent object that created them...
So my beautiful forcefield thing is killing them much sooner then I'd like, ie:
I'd rather the missiles actually get close to it before meeting their death/bounce.
(sorry, I realize this video doesn't actually show the field bouncing them just the wall, but yah)
I am not sure I followed this post entirely. But you can add event "actor creation>>set rotation" in actor events in the Data editor. This is a global and permanent rotation setting. I learned this while trying to find a local and temporary set rotation command.
@FahqueL: Go
This is good to know but unfortunately doesn't fit what I'm looking to accomplish, my apologies for not being clearer on what I'm looking for. Essential I want to put an effect(or event actually come to think of it) on a unit that when it's created it'll spawn a bunch of units all facing the same direction as itself is. The main thing being that there are lots of great models of really long/narrow wall-like things but if you want to use one you have to rely on its center point+outward direction to determine the collision with it using a collision sphere. I'm looking to avoid that by creating a bunch of things along such an object's X axis that will each provide their own collision sphere instead.
Sorry again, further edit: It won't be just one object facing one direction I'm looking to match, but essentially a pile of them throughout a map each with their own facing that I want to be able to attach these child units onto.
@BumpInTheNight: Go
ok I think I have a somewhat better understanding of your needs but I am very tired atm. I am just thinking out loud here, it might not help at all. I think you want to use Site Operations of type local offset (offset in X direction from host unit) and make sure their inherit properties field includes facing/rotation. If you are unfamiliar with site operations I suggest cruising over to ProzaicMuze's multiple tutorials on them. One possible limitation is that I have only ever thought of actors/models added to unit with SiteOps as a graphical effect. I am unsure if they can be treated as their own unit and therefore have the radius properties that you might need to exploit to interact with them.
That's right eh? Site ops are pretty much born to do this sort of stuff, neat yah I'll have to try that. I'd been focusing on using an effect with a persistent set to make them but yah the site ops outta be able to do this too.