Can I make for example Civilian attached to a Medivac or other unit like it to be carried like the Thor is carried by Medivac you know just hanging below the Medivac?
Yes I know the Thor probably has a special animation to be hanging like that but forget animation, how do I make a unit hanging outside when loaded?
I saw it and? What do I need to change within this actor, rather a copy of this actor? And what in the data to make a human/civilian hanging like that?
I checked and none show me how it happens. The Actor Events are about Transport.Unload I didn't see anywhere events regarding the load. So is there a concrete answer where and what to do? Is it site operations or is different frm making an Uberlisk for example? Remember im talking about the Load on Medivac just like Thor, not a permanently attached units.
What you want to do is create a new Civilian Unit with an new Unit Actor. Change the Host to the Medivac Actor and also add an Operation to Host Site Operations called:"SOpAttachOrigin"(That's the attachment point under the Medivac). Last create an event in Events with the event:"UnitBirth" and the Source Name the Medivac unit. Then change the Msg Type to:"Create". This is all done in the Unit Actor of the Civilian Unit. =3
Why a new unit and new actor? the thor uses its primary unit and actor. I duplicated ThorTransit and ThorTransit Death actors, I want to work it from there if it is possible. I want to attach the civilian to the Origin of the Medivac like the Thor does it.
What I did was on the duplicated&renamed Thor TransitUnnamed & Death, I changed some things like in Events
Signal (ID name of my duplicated ThorTransit Unnamed)
Signal.*.Dead
Create (ID name of my duplicated ThorTransit Death)
AbilTransport.=>(Actor of the Civilian)
these are the lines I changed in my duplicate of ThorTransit Unnamed, changed nothing in ThorTransit Death, just changed the models in Art tab to say Civilian instead of the ThorTransition model, so when I tried, nothing happens, Medivac doesnt make the civilian hang.
It is really easy to do (on a basic level), don't overcomplicate it.
You need just a new actor which is a modelactor of your civilian. You don't need a new unit, because it is a purely visual thing and has no effect on gameplay. You can copy "ThorTransit"-actor and change the model to your unit model.
After that go to the Medivac Actor into Events, copy the AbilLoad ThorTransit Event and change the Create ThorTransit into your newly created actor and the AbilLoad Term (which says "Thor") to your Unit.
Thats it, this should at least work on a very basic level. You will have to create a new Site Operations Actor (Offset) and apply the values that work for you (replace the one in the ThorTransit Actor. If you already read the Uberlisk tutorial you should know how that works). It will probably make some issues when your Medivac gets killed while it carries the Actor under it, because thats what all the ThorTransitDeath and Signals are about. Also it will probably cause problems if you have multiple units in that medivac which should be shown under it (because if you just copy ThorTransit it will probably destroy all the ThorTransit Actors when you unload the unit). I'm too lazy to figure that out atm (and I don't know what you want to have), but I hope I helped you and you will figure it out yourself if you look at it again :) You can also ignore the ThorTransit thing and everything and just create everything from scratch, because that might be easier to apply to your needs if you want to have complicated stuff be shown under that medivac (and you will 100% understand it instead of having a vague idea)
Just don't overcomplicate it and don't get intimidated by all these signals and stuff, the basic thing (show a model under a unit when Ability xy is used) is really easy to do and exactly like explained in the Uberlisk tutorial.
AbilTransport.MedivacTransport.TransportLoad
->AbilTransport (MyUnit)
/_ Create (MyUnit)Carried actor
from the Medivac actor to the one I want to use, I see the attachment. The thing is, I will use a custom unit, not Medivac, with 1 slot cargo that can carry only 1 slot biological unit at a time, so I won't have to worry about other issues. As for 'Death' we shouldn't reach death
The problems I have are two: So I copy-pasted the ThorTransit Unnamed duplicate for the Model actor, I see the attached unit but he's to 90' degress towards the horizon, he's not under the unit but side of him, so I need to adjust those, WHERE should I adjust these things?
The other problem is that since Civilian comes in Variations, I want to use the 3rd variation of the Civilian, the yellow one with helmet, no backpack, also I should be able to attach a thing to his head whether with actor creation or something, even when he;s loaded, So how do I set the variations to be always one varation and the Model I want? Civilian uses ColonistMale.m3 the general one and just adds textures, so how should I set him?
Okay, I'm not sure I understand your first problem totally right. Is it a rotation problem (civilian is for example facing the wrong direction or hanging head to the ground under the transporter) or just a position problem (civilian flying with the transporter but at the wrong spot)?
Either way it is a Site Operation problem. You want to go into your ThorTransit-like actor and check the "Hosting" settings. The right way to do this would be to go into the model previewer and check out which attachment points you can use for your transporter. Then you take the one which is closest to where you want to have your civilian, and after that you go into the Transit actor and add a value into "Hosting: Host Site Operations +". The value should be something like "SOpAttachYOURATTACHMENTPOINT", so for example "SOpAttachCenter" (this should be the custom one which is already in your actor). After that you create a new actor of type Site Operation (Offset) and also add this actor into your Host Site Operations field. This actor will move the transit model in a 3d-space according to a vector you apply to it. Z-axis is vertical movement, Y is backwards movement, X is sideway movement (left? I'm not sure if they use right or left hand system). So if your unit is shown at the side of the ship and also not high enough, you could try a local offset vector like (-1, 0, 0.5) and see if that works. It's all trial & error at that point :) If the rotation is wrong you do the same thing just with a Site Operations (Rotation) actor.
The Variations thing is a bit more tricky, I have never used something with variations yet. I don't know, maybe there are actor events for something like this, try to get into the civilian actor, make a new Event of type ActorCreation and see if you can get it to work with events. Else I'd try to create a completely new model and just delete every variation except the one you want to use. I also don't know what the deal is about the helmet or whatever you said there :) Maybe someone else has help for you.
Thanks for the detailed info. The place where you can add these SOpAttach is Host Site Operations - Operations of Hosting tab and yes since I already have my Custom Model with its Origin attachment in 3ds max, the attachment works, I added ThorCargoSOPOffset actor under Operations along with the SOpAttachOrigin. I also added the SOp180 and adjusted the values to my taste.
It seems:
Y is for height,
Z is for left-right
X is for forward, backward, unless this is caused by the fact that my custom model was rotated in 3ds max and i follow its new what is 'front, what is 'left of it' etc, so I adjusted it from ThorCargoSOpOffset
Space Helmet on ThorTransit Based Actor - SOLVED
It is done by Event ActorCreation, Action: Create Name:&Content: (SpaceHelmetActor) in the ThorTransit Based Actor. It seems in order the Space Helmet to stay attached to the head of the Model of ThorTransit Based actor, it requires not just SOpAttachHead but also SOp180 or ThorCargoSOpOffset or even a second SOpAttachHead. Host - Subject can be set to Actor > ThorTransit Based actor to be directly attached to it. In the Space Helmet Actor to remove the effect when the unit is unloaded, add the Actor Event:
Variation 2
In Textures tab of the unit on the map Textures: male,helmet,03 correspond to Texture Applied Groups of the Model in the Data editor. Thus set the groups:
Male
Helmet
Variation 03
to get the same texture set and variation as adjusted with the Object Properties of the unit on the map. In order to be always without a Backpack, set Variation Count: 2 (not 1 or the model will be untextured).
Animation Problem - SOLVED
Add these Actor Events to the ThorTransit (Unnamed)-based custom Actor
>ActorCreaton
/_ AnimClearAllBut: Stand
>AnimPlay
/_ AnimPlay Stand Work,02,PlayForever
Unload Animation - SOLVED
In order the unload animation of a unit to be launched when the unit is unloaded from a new/custom Load-Unload ability, the new ability needs to be added to a default Event Macro type Actor called UnloadDropAnim or a custom Actor of the same type. If custom Event Macro type Actor, the Event Macro Actor needs to be added to the main actor of every unit that will use the custom Event Macro Actor. Add it to a unit actor's Macros section (scroll down in Event tab). Required Actor Events to be added to UnloadDropAnim:
Can I make for example Civilian attached to a Medivac or other unit like it to be carried like the Thor is carried by Medivac you know just hanging below the Medivac?
Yes I know the Thor probably has a special animation to be hanging like that but forget animation, how do I make a unit hanging outside when loaded?
"ThorTransit (Unnamed)" on actors...
I saw it and? What do I need to change within this actor, rather a copy of this actor? And what in the data to make a human/civilian hanging like that?
@Eimtr: Go Check the actor events for both the Thor actor and ThorTransit actor.
I checked and none show me how it happens. The Actor Events are about Transport.Unload I didn't see anywhere events regarding the load. So is there a concrete answer where and what to do? Is it site operations or is different frm making an Uberlisk for example? Remember im talking about the Load on Medivac just like Thor, not a permanently attached units.
What you want to do is create a new Civilian Unit with an new Unit Actor. Change the Host to the Medivac Actor and also add an Operation to Host Site Operations called:"SOpAttachOrigin"(That's the attachment point under the Medivac). Last create an event in Events with the event:"UnitBirth" and the Source Name the Medivac unit. Then change the Msg Type to:"Create". This is all done in the Unit Actor of the Civilian Unit. =3
Why a new unit and new actor? the thor uses its primary unit and actor. I duplicated ThorTransit and ThorTransit Death actors, I want to work it from there if it is possible. I want to attach the civilian to the Origin of the Medivac like the Thor does it.
What I did was on the duplicated&renamed Thor TransitUnnamed & Death, I changed some things like in Events
Signal (ID name of my duplicated ThorTransit Unnamed)
Signal.*.Dead
Create (ID name of my duplicated ThorTransit Death)
AbilTransport.=>(Actor of the Civilian)
these are the lines I changed in my duplicate of ThorTransit Unnamed, changed nothing in ThorTransit Death, just changed the models in Art tab to say Civilian instead of the ThorTransition model, so when I tried, nothing happens, Medivac doesnt make the civilian hang.
It is really easy to do (on a basic level), don't overcomplicate it.
You need just a new actor which is a modelactor of your civilian. You don't need a new unit, because it is a purely visual thing and has no effect on gameplay. You can copy "ThorTransit"-actor and change the model to your unit model. After that go to the Medivac Actor into Events, copy the AbilLoad ThorTransit Event and change the Create ThorTransit into your newly created actor and the AbilLoad Term (which says "Thor") to your Unit.
Thats it, this should at least work on a very basic level. You will have to create a new Site Operations Actor (Offset) and apply the values that work for you (replace the one in the ThorTransit Actor. If you already read the Uberlisk tutorial you should know how that works). It will probably make some issues when your Medivac gets killed while it carries the Actor under it, because thats what all the ThorTransitDeath and Signals are about. Also it will probably cause problems if you have multiple units in that medivac which should be shown under it (because if you just copy ThorTransit it will probably destroy all the ThorTransit Actors when you unload the unit). I'm too lazy to figure that out atm (and I don't know what you want to have), but I hope I helped you and you will figure it out yourself if you look at it again :) You can also ignore the ThorTransit thing and everything and just create everything from scratch, because that might be easier to apply to your needs if you want to have complicated stuff be shown under that medivac (and you will 100% understand it instead of having a vague idea)
Just don't overcomplicate it and don't get intimidated by all these signals and stuff, the basic thing (show a model under a unit when Ability xy is used) is really easy to do and exactly like explained in the Uberlisk tutorial.
Thanks, after pasting the
AbilTransport.MedivacTransport.TransportLoad
->AbilTransport (MyUnit)
/_ Create (MyUnit)Carried actor
from the Medivac actor to the one I want to use, I see the attachment. The thing is, I will use a custom unit, not Medivac, with 1 slot cargo that can carry only 1 slot biological unit at a time, so I won't have to worry about other issues. As for 'Death' we shouldn't reach death
The problems I have are two: So I copy-pasted the ThorTransit Unnamed duplicate for the Model actor, I see the attached unit but he's to 90' degress towards the horizon, he's not under the unit but side of him, so I need to adjust those, WHERE should I adjust these things?
The other problem is that since Civilian comes in Variations, I want to use the 3rd variation of the Civilian, the yellow one with helmet, no backpack, also I should be able to attach a thing to his head whether with actor creation or something, even when he;s loaded, So how do I set the variations to be always one varation and the Model I want? Civilian uses ColonistMale.m3 the general one and just adds textures, so how should I set him?
Okay, I'm not sure I understand your first problem totally right. Is it a rotation problem (civilian is for example facing the wrong direction or hanging head to the ground under the transporter) or just a position problem (civilian flying with the transporter but at the wrong spot)? Either way it is a Site Operation problem. You want to go into your ThorTransit-like actor and check the "Hosting" settings. The right way to do this would be to go into the model previewer and check out which attachment points you can use for your transporter. Then you take the one which is closest to where you want to have your civilian, and after that you go into the Transit actor and add a value into "Hosting: Host Site Operations +". The value should be something like "SOpAttachYOURATTACHMENTPOINT", so for example "SOpAttachCenter" (this should be the custom one which is already in your actor). After that you create a new actor of type Site Operation (Offset) and also add this actor into your Host Site Operations field. This actor will move the transit model in a 3d-space according to a vector you apply to it. Z-axis is vertical movement, Y is backwards movement, X is sideway movement (left? I'm not sure if they use right or left hand system). So if your unit is shown at the side of the ship and also not high enough, you could try a local offset vector like (-1, 0, 0.5) and see if that works. It's all trial & error at that point :) If the rotation is wrong you do the same thing just with a Site Operations (Rotation) actor.
The Variations thing is a bit more tricky, I have never used something with variations yet. I don't know, maybe there are actor events for something like this, try to get into the civilian actor, make a new Event of type ActorCreation and see if you can get it to work with events. Else I'd try to create a completely new model and just delete every variation except the one you want to use. I also don't know what the deal is about the helmet or whatever you said there :) Maybe someone else has help for you.
Variations can be set by the ModelSwap actor message
Duplicate the model, select the sub model from the assets, and the set variation count to 1. Set the actor to the new model. Done.
Hosting & Site Operations - SOLVED
@Bommes: Go
I added to the transporting unit the Actor Event
->AbilTransport (TheCarriedUnit)
/_ Create: (ThorTransitBasedActor)
Thanks for the detailed info. The place where you can add these SOpAttach is Host Site Operations - Operations of Hosting tab and yes since I already have my Custom Model with its Origin attachment in 3ds max, the attachment works, I added ThorCargoSOPOffset actor under Operations along with the SOpAttachOrigin. I also added the SOp180 and adjusted the values to my taste.
It seems:
Y is for height,
Z is for left-right
X is for forward, backward, unless this is caused by the fact that my custom model was rotated in 3ds max and i follow its new what is 'front, what is 'left of it' etc, so I adjusted it from ThorCargoSOpOffset
Space Helmet on ThorTransit Based Actor - SOLVED
It is done by Event ActorCreation, Action: Create Name:&Content: (SpaceHelmetActor) in the ThorTransit Based Actor. It seems in order the Space Helmet to stay attached to the head of the Model of ThorTransit Based actor, it requires not just SOpAttachHead but also SOp180 or ThorCargoSOpOffset or even a second SOpAttachHead. Host - Subject can be set to Actor > ThorTransit Based actor to be directly attached to it. In the Space Helmet Actor to remove the effect when the unit is unloaded, add the Actor Event:
->AbilTransport (TheCarriedUnit)
/_ Destroy
Model Problem - SOLVED
Variation 2
In Textures tab of the unit on the map Textures: male,helmet,03 correspond to Texture Applied Groups of the Model in the Data editor. Thus set the groups:
Male
Helmet
Variation 03
to get the same texture set and variation as adjusted with the Object Properties of the unit on the map. In order to be always without a Backpack, set Variation Count: 2 (not 1 or the model will be untextured).
Animation Problem - SOLVED
Add these Actor Events to the ThorTransit (Unnamed)-based custom Actor
/_ AnimClearAllBut: Stand
/_ AnimPlay Stand Work,02,PlayForever
Unload Animation - SOLVED
In order the unload animation of a unit to be launched when the unit is unloaded from a new/custom Load-Unload ability, the new ability needs to be added to a default Event Macro type Actor called UnloadDropAnim or a custom Actor of the same type. If custom Event Macro type Actor, the Event Macro Actor needs to be added to the main actor of every unit that will use the custom Event Macro Actor. Add it to a unit actor's Macros section (scroll down in Event tab). Required Actor Events to be added to UnloadDropAnim:
/_ AnimBracketStart Unload IGNORE Unload Unload.End
/_ AnimBracketStop Unload