I'm having issues with the following idea: Once a Nexus finishes morphing into a better one (more hp etc.) I'd like to attach a Warp Prism (Phasing Mode) on the attachment point 'Overhead' of the Nexus. Currently I'm doing this with Triggers (I just create a Warp Prism there, make it unselectable etc.) but it doesnt feel right, so I want to do it in the Data Editor.
So far I tried using a ModelAddition Actor with the Phase Prism as the model and it works, but I have no idea how to attach a turret to the Phase Prism (so that it spins, only visually). I suppose using Model Additions is not the right way to do it. The only way to add a turret seems to be using an actual unit and set its turret in the Combat: Weapons field, but my Warp Prism shall be just there for the visual aspect. It will have no other purpose. So, is there a way to attach a Model to a Unit with a turret without turning the attachment model into a unit?
Don't use triggers for that, use 3D's max, it is used to create, edit, and attach models, the triggers attach the model, yes.
But they DONT apply the animations,
Use a Model actor. To use it as a turret the model needs to have a TurretZ attachment point. Just use the workaround technique as in this demo map to create the same desired effect.
You are aware the Attachment - Turret Body - Subject field of the Turret actor determines which actor has the turret.
With the help of the test map I somehow managed to attach a rotating Warp Prism to the Nexus.
But now there is another problem: If the Player has the Dark Protoss Upgrade, I'd like to switch the Warp Prism with the Warp Prism Dark Model. In the Warp Prism Actor (which is attached to the Nexus) I can swap the model via Actor Events, but I fail to validate if the Player has the Dark Protoss Upgrade or not. Neither 'Validate Player' nor 'Validate Unit' with the Dark Protoss Upgrade work (nothing happens then). If I just use the Event 'UnitBirth.Nexus' and just tell it to swap the model, then it works. I assume that the Actor Event isn't able to "connect" to and therefore validate the Nexus. But I need a working Validator. Any ideas?
If you can get it to work on the main unit, then just use the target field in events to use the event on the target actor.
Also check that your validator works. The Player Requirement validator is known to be a bit dodgy. Also when validating actors you might need a seperate validator specifying source/caster.
Hello fellow mappers,
I'm having issues with the following idea: Once a Nexus finishes morphing into a better one (more hp etc.) I'd like to attach a Warp Prism (Phasing Mode) on the attachment point 'Overhead' of the Nexus. Currently I'm doing this with Triggers (I just create a Warp Prism there, make it unselectable etc.) but it doesnt feel right, so I want to do it in the Data Editor.
So far I tried using a ModelAddition Actor with the Phase Prism as the model and it works, but I have no idea how to attach a turret to the Phase Prism (so that it spins, only visually). I suppose using Model Additions is not the right way to do it. The only way to add a turret seems to be using an actual unit and set its turret in the Combat: Weapons field, but my Warp Prism shall be just there for the visual aspect. It will have no other purpose. So, is there a way to attach a Model to a Unit with a turret without turning the attachment model into a unit?
Don't use triggers for that, use 3D's max, it is used to create, edit, and attach models, the triggers attach the model, yes. But they DONT apply the animations,
Use a Model actor. To use it as a turret the model needs to have a TurretZ attachment point. Just use the workaround technique as in this demo map to create the same desired effect.
You are aware the Attachment - Turret Body - Subject field of the Turret actor determines which actor has the turret.
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
With the help of the test map I somehow managed to attach a rotating Warp Prism to the Nexus.
But now there is another problem: If the Player has the Dark Protoss Upgrade, I'd like to switch the Warp Prism with the Warp Prism Dark Model. In the Warp Prism Actor (which is attached to the Nexus) I can swap the model via Actor Events, but I fail to validate if the Player has the Dark Protoss Upgrade or not. Neither 'Validate Player' nor 'Validate Unit' with the Dark Protoss Upgrade work (nothing happens then). If I just use the Event 'UnitBirth.Nexus' and just tell it to swap the model, then it works. I assume that the Actor Event isn't able to "connect" to and therefore validate the Nexus. But I need a working Validator. Any ideas?
If you can get it to work on the main unit, then just use the target field in events to use the event on the target actor.
Also check that your validator works. The Player Requirement validator is known to be a bit dodgy. Also when validating actors you might need a seperate validator specifying source/caster.
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