Hey people, want to provide some sample map that utilize lots of actor features in a single effect. For example how to combine SopRotationRandom + actor message "HostSiteOperationSet" + SopSmoothRotation.
Also features "ActivateUpdateMessage" + "ActorUpdate" that gives you alternative to the classic attachment procedure, and "AnimationCopy" Message.
Basicaly you don't need a Legendary Invisible Marine Workaround by DrSuperEvil if you know how to use SopSmoothRotation. In this map no missile were used.
This effect took pretty much of compute power so i don't advise to use it on a unit packs but on heroes instead, for example for speed buff visualisation.
To see better how things tied up change the "Destination" model in my map to something visible like marine o zergling model.
The actor update action must have been added since I found that method.
Still am impressed you managed to find out how the SetRotationFrom event action works, I spent ages and all I could do was wrench the attachment point off the model. Any more details as to the uses of it?
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
SetRotation message will not affect actors which inherit bearings from the scope or using some attachment methods. So you likely couldnt use it before, without this alternative attachment using actor update message for placing an actor each frame draw.
Well i'm not sure the utility of "AttachmentSet (Bearings/Position/From)" messages without appropriate model, i think it might change something only if you use it on cinematic models or tentacles, and once used, it detach this attachment from the model and no longer inherit position, so it's not suitable for this. To make use of this "AttachmentSet" messages the model should be configured in Art Tools appropriately, for example like Lurker's impale. The spike models are linked to this "Weapon" attachment points in a way that allows changing position of the model parts while manipulating this attachments. It just shifts the actual position of model attachment. I think it's some remnants from the outdated engine build basicaly, because it's pretty weird how they made this lurker weapon, instead of making one spike model and placing it with SiteOperations they over-complicate it. They even wouldn't need this ->ExecuteIndex term for placing spike if they create separate spike for each periodic effect, just ->FromEffectTreeDescendand.
I think they wanted this because previously the Action Actor hadn't this "LaunchRequest" field, so they couldn't specify the launch site for Lurker's attack. But with "LaunchRequest" you can reference any actor in effect chain as a launch site so this has no use anymore. I made my impale skill with Spire Doodad+Mover(rising from underneath) and it works just fine and placing impacts appropriately.
Yeah, with the attachment set from and bearing I could get an attachment point to wrench off and be moved statically like a model aeroplane but was unable to reattach it. With the Lurker spine principle I created the prototype for my walker. If you want to see the current state (needs to fix the body slam and add the jump as well as general visual revision due to patch version decrepidation), just PM me.
Ever considered the Sunken Colony Missile model from WOL? That was an unused model which literally said impale me. The problem with the spires was you needed them to rotate and hook out to look good (see my Zerg gate for an example).
Hey people, want to provide some sample map that utilize lots of actor features in a single effect. For example how to combine SopRotationRandom + actor message "HostSiteOperationSet" + SopSmoothRotation. Also features "ActivateUpdateMessage" + "ActorUpdate" that gives you alternative to the classic attachment procedure, and "AnimationCopy" Message. Basicaly you don't need a Legendary Invisible Marine Workaround by DrSuperEvil if you know how to use SopSmoothRotation. In this map no missile were used.
This effect took pretty much of compute power so i don't advise to use it on a unit packs but on heroes instead, for example for speed buff visualisation.
To see better how things tied up change the "Destination" model in my map to something visible like marine o zergling model.
The actor update action must have been added since I found that method.
Still am impressed you managed to find out how the SetRotationFrom event action works, I spent ages and all I could do was wrench the attachment point off the model. Any more details as to the uses of it?
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
SetRotation message will not affect actors which inherit bearings from the scope or using some attachment methods. So you likely couldnt use it before, without this alternative attachment using actor update message for placing an actor each frame draw.
Could you try that trick with the attachment set event actions? Those always frustrated me.
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
Well i'm not sure the utility of "AttachmentSet (Bearings/Position/From)" messages without appropriate model, i think it might change something only if you use it on cinematic models or tentacles, and once used, it detach this attachment from the model and no longer inherit position, so it's not suitable for this. To make use of this "AttachmentSet" messages the model should be configured in Art Tools appropriately, for example like Lurker's impale. The spike models are linked to this "Weapon" attachment points in a way that allows changing position of the model parts while manipulating this attachments. It just shifts the actual position of model attachment. I think it's some remnants from the outdated engine build basicaly, because it's pretty weird how they made this lurker weapon, instead of making one spike model and placing it with SiteOperations they over-complicate it. They even wouldn't need this ->ExecuteIndex term for placing spike if they create separate spike for each periodic effect, just ->FromEffectTreeDescendand.
I think they wanted this because previously the Action Actor hadn't this "LaunchRequest" field, so they couldn't specify the launch site for Lurker's attack. But with "LaunchRequest" you can reference any actor in effect chain as a launch site so this has no use anymore. I made my impale skill with Spire Doodad+Mover(rising from underneath) and it works just fine and placing impacts appropriately.
It's surely some fossils from the past.
Yeah, with the attachment set from and bearing I could get an attachment point to wrench off and be moved statically like a model aeroplane but was unable to reattach it. With the Lurker spine principle I created the prototype for my walker. If you want to see the current state (needs to fix the body slam and add the jump as well as general visual revision due to patch version decrepidation), just PM me.
Ever considered the Sunken Colony Missile model from WOL? That was an unused model which literally said impale me. The problem with the spires was you needed them to rotate and hook out to look good (see my Zerg gate for an example).
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