I have searched these forums as well as every other place on the internet and have found no confirmed way to achieve this effect. I found some people claiming you can copy the Raynor - Flashlight data file and convert it to the Marine model but that didn't work. I used a trigger system that simulates a cone of light infront of the unit, that doesnt work either. Anyone have a CONFIRMED way of doing this? Thanks
u mean actually put the models into like 3ds max or maya and alter it? I am trying to achieve the cone of light in front of raynor's "Sniper" model or Tychus "Chaingun" model. There has to be an easier way than that
u mean actually put the models into like 3ds max or maya and alter it? I am trying to achieve the cone of light in front of raynor's "Sniper" model or Tychus "Chaingun" model. There has to be an easier way than that
Nope, the flashlights are attached to the model unfortunately. Nothing we can do data-wise.
so there is no way to achieve the raynor or tychus flashlight effect. Do you know of a way to simulate a flashlight effect via triggers? If so please provide a link to it or provide the triggers themselves. I am very novice and am still very new to triggers in this editor.
so there is no way to achieve the raynor or tychus flashlight effect. Do you know of a way to simulate a flashlight effect via triggers? If so please provide a link to it or provide the triggers themselves. I am very novice and am still very new to triggers in this editor.
Umm, you could try attaching an omnilight to the rifles. It definitely wouldn't look as good as the raynor flashlight but it might look cool nonetheless. Follow this tutorial except use a white light and attach the it to the weapon, not to the origin.
1.) Add a new Actor, name it "Flashlight Accessory" or something.
2.) Set Actor Type to Model
3.) Set Based On to ModelAdditionStatic
4.) Press OK
Now change these properties on the Actor:
Art: Model - Flashlight Model
(you need the campaign dependency on your map)
Events: Events +
Add a new event and change it to Unit Birth
Select Marine from the next drop down Menu
For the actions just set it to Create
At this point you are pretty much good to go, but you can attach the flashlight to emit from a specific point on the marine model, which may be a good thing. To do this go to that same actor you just made and make these changes:
Hosting: Host Site Operations +
Add a new one
Choose which site operation you want. I recommend SOpAttachWeapon.
@bravetarget: Go
Even more simple than this method: add the behavior "Raynor - Flashlight" to your marine unit in the data editor. Worked for me, no need to mess with models or anything like that.
@bravetarget: Go Even more simple than this method: add the behavior "Raynor - Flashlight" to your marine unit in the data editor. Worked for me, no need to mess with models or anything like that.
how do u do this because I tried this and it didn't work. can you give me step by step instructions for this method? I copied the actor and the behaviors of the "raynor - flashlight" and the instructions were to just name it "Marine - Flashlight" dunno how the hell that was suppose to work but it didn't so???
Ok i figured out how to make it work. there are 2 ways
You can either #1 copy the "Raynor - Flashlight" behavior in the "Behaviors tab" and name it whatever u want or #2 Use the Raynor - Flashlight behavior itself. Here is how I got it to work
Go to the Units tab in the Data editor. Find "Marine" or whatever unit u want. In the column on the right u will see "Behaviors" Right click, modify value, a window will pop up where u can add behaviors. Here is where u select either your copied/renamed behavior OR just use Raynor's behavior from the drop down list of preloaded behaviors.
Alter the scale of the Model actor you are using as the light. As said in my last post you have a large range of option models to choose from to use as a light source. The only limit is you ability to read the tutorials on attachments.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I have searched these forums as well as every other place on the internet and have found no confirmed way to achieve this effect. I found some people claiming you can copy the Raynor - Flashlight data file and convert it to the Marine model but that didn't work. I used a trigger system that simulates a cone of light infront of the unit, that doesnt work either. Anyone have a CONFIRMED way of doing this? Thanks
@Cabalistlbb: Go
Export the models, make the changes you want, then import them?
@Soma2035: Go
u mean actually put the models into like 3ds max or maya and alter it? I am trying to achieve the cone of light in front of raynor's "Sniper" model or Tychus "Chaingun" model. There has to be an easier way than that
Nope, the flashlights are attached to the model unfortunately. Nothing we can do data-wise.
@peranzormal: Go
so there is no way to achieve the raynor or tychus flashlight effect. Do you know of a way to simulate a flashlight effect via triggers? If so please provide a link to it or provide the triggers themselves. I am very novice and am still very new to triggers in this editor.
Umm, you could try attaching an omnilight to the rifles. It definitely wouldn't look as good as the raynor flashlight but it might look cool nonetheless. Follow this tutorial except use a white light and attach the it to the weapon, not to the origin.
Do you want the light purely for astetics, or does it have a purpose?
Worst case use a floodlight model as a Model type actor that is hidden by the Set Opacity event
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
Basically attach light to point thru side operation?
Guys, this is actually really easy to do:
1.) Add a new Actor, name it "Flashlight Accessory" or something.
2.) Set Actor Type to Model
3.) Set Based On to ModelAdditionStatic
4.) Press OK
Now change these properties on the Actor:
Art: Model - Flashlight Model
(you need the campaign dependency on your map)
Events: Events +
Add a new event and change it to Unit Birth
Select Marine from the next drop down Menu
For the actions just set it to Create
At this point you are pretty much good to go, but you can attach the flashlight to emit from a specific point on the marine model, which may be a good thing. To do this go to that same actor you just made and make these changes:
Hosting: Host Site Operations +
Add a new one
Choose which site operation you want. I recommend SOpAttachWeapon.
Hope it turns out good!
@bravetarget: Go Even more simple than this method: add the behavior "Raynor - Flashlight" to your marine unit in the data editor. Worked for me, no need to mess with models or anything like that.
@Neonsz: Go
it WILL have purpose. The light isnt just there for looks other wise I wouldnt be pursuing this
You can make a doodad for lighting follow the marine with triggers i guess.
how do u do this because I tried this and it didn't work. can you give me step by step instructions for this method? I copied the actor and the behaviors of the "raynor - flashlight" and the instructions were to just name it "Marine - Flashlight" dunno how the hell that was suppose to work but it didn't so???
@Taintedwisp: Go
the problem with doodads following the character is you can see the doodad and that is tacky. Im looking for something less... "n*g rigged"
UPDATE!
Ok i figured out how to make it work. there are 2 ways You can either #1 copy the "Raynor - Flashlight" behavior in the "Behaviors tab" and name it whatever u want or #2 Use the Raynor - Flashlight behavior itself. Here is how I got it to work
Go to the Units tab in the Data editor. Find "Marine" or whatever unit u want. In the column on the right u will see "Behaviors" Right click, modify value, a window will pop up where u can add behaviors. Here is where u select either your copied/renamed behavior OR just use Raynor's behavior from the drop down list of preloaded behaviors.
@Cabalistlbb: Go
new question however. Can you modify the "Raynor Flashlight" properties? Meaning, make it brighter, extend further out, wider?
Alter the scale of the Model actor you are using as the light. As said in my last post you have a large range of option models to choose from to use as a light source. The only limit is you ability to read the tutorials on attachments.
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
so wait, is there a way to do this without a trigger? like only using the data editor? im new and terrible at this stuff T_T
@Nilsheam: Go
Read my first post.
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