after reading ProzaicMuze's tutorial about hosting and site operations (Link) I decided to apply my new knowledge on this topic and create a drone (the one from the raven) which rotates around a thor.
The rotation wasn't such a big problem: I've created a little mothership model in the body of the thor and given it a turret so that it rotates. Then I've created a drone model and attached it to the turret attachment point of the mini-mothership with a specific offset. That works fine. But now I want the drone flying into the thor and destroying itself after a few seconds. I thought of solving this problem by creating a "Site (Mover)" actor but I couln't get it working till now. The problem is that those mover actors seem not to work on attached models (according to my tests).
Has anyone any idea how to solve my problem? Or isn't there a solution at all? Perhaps it is possible to rotate the drone with "real" movers (I mean the data type "move") instead of actors?
Thanks for the reply. But I don't see how to use the event.
I have now tried to attach the drone to a mover and then this mover to the mothership. This works fine: the drone still rotates. After a few seconds (or, after a specific effect starts), the rotating mover destroys itself and another mover is created becoming the new host of the drone model. But again a problem: How to let this second mover move into the thor? It was quite easy to move it 5 meters in Z direction (with "Set Destination Height (Relative)"), but I haven't succeded in moving it in any other direction (excep point (0,0) which happens to be the left bottom corner of the map, using "Set Destination Position"). Any ideas?
I would just reduce the scale of the mothership to something like 0.01 over time; assuming you attached the drone to an attachment point of the mothership directly and set the offset by using the scale of the mothership, instead of a site operation.
Hi Kueken531,
that's a great idea, thank you. I didn't know that a model's scaling can change over time.
But there are still some problems: 1. How can I set the mothership model invisible while the drone stays visible? 2. When the mothership model scales, the drone model does, too. How can I avoid this?
I tried to solve my problems using the "Properties - Inherited Properties" property of the drone model, but without any effect.
Scaling. Properties - Accepted Property Transfers uncheck Scale, Model Scale
You do not need a unit with a turret attachment point, to have things rotate around it. I attached a "Turret" directly onto a High Templar and it worked just fine. This is unfinished "Uber Templar" idea I had a while back and it will remain that way it seems.
Hang on. You DON'T need a turret attachment point to use a turret? How does that work? That would make 99% of using moving site ops SO much easier...
I think you misunderstood his post. He just stated you dont need a turret or a turret attachment to create rotating attachments. You can use turrets without attachments as well, they will work in terms of allowing weapons to shoot, but they won't rotate visually.
BTW anyone tested, if invisible models drop performance (or if, for that matter, setting visibility vs setting opacity makes a difference?)
I had done it, without any effect, don't know why. The solution lies in a "Site (Explicit Rotation)" actor used as a host site operation for the drone model. If you check "Is Local" in this actor, then, for some reason, it works fine.
I've attached a map showing an example to this post. Thank you very much for all who helped me, especially Kueken whose idea of scaling the mothership (or whatever you use in the center) was the key to the success.
PS: @BorgDragon: Yes, you do need an extra model for the turret. If you just apply the turret to an attachment point of the unit model, then it will rotate with the unit, that means if the unit changes its direction by 180 degrees, the attached drones (or whatever) rotates also by 180 degrees, additionally to its rotation around the unit. To avoid this, you need another model with the "Hold Rotation" flag set in its site operations. But I admit that this model does not need to have a "Turret" attachment point (as I first thought).
Hi Community,
after reading ProzaicMuze's tutorial about hosting and site operations (Link) I decided to apply my new knowledge on this topic and create a drone (the one from the raven) which rotates around a thor.
The rotation wasn't such a big problem: I've created a little mothership model in the body of the thor and given it a turret so that it rotates. Then I've created a drone model and attached it to the turret attachment point of the mini-mothership with a specific offset. That works fine. But now I want the drone flying into the thor and destroying itself after a few seconds. I thought of solving this problem by creating a "Site (Mover)" actor but I couln't get it working till now. The problem is that those mover actors seem not to work on attached models (according to my tests).
Has anyone any idea how to solve my problem? Or isn't there a solution at all? Perhaps it is possible to rotate the drone with "real" movers (I mean the data type "move") instead of actors?
Use the Attachment Set Bearings actor event since that seems to have the problem of disconnecting attached models.
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
Thanks for the reply. But I don't see how to use the event.
I have now tried to attach the drone to a mover and then this mover to the mothership. This works fine: the drone still rotates. After a few seconds (or, after a specific effect starts), the rotating mover destroys itself and another mover is created becoming the new host of the drone model. But again a problem: How to let this second mover move into the thor? It was quite easy to move it 5 meters in Z direction (with "Set Destination Height (Relative)"), but I haven't succeded in moving it in any other direction (excep point (0,0) which happens to be the left bottom corner of the map, using "Set Destination Position"). Any ideas?
I would just reduce the scale of the mothership to something like 0.01 over time; assuming you attached the drone to an attachment point of the mothership directly and set the offset by using the scale of the mothership, instead of a site operation.
Hi Kueken531, that's a great idea, thank you. I didn't know that a model's scaling can change over time. But there are still some problems: 1. How can I set the mothership model invisible while the drone stays visible? 2. When the mothership model scales, the drone model does, too. How can I avoid this? I tried to solve my problems using the "Properties - Inherited Properties" property of the drone model, but without any effect.
Invisible Mothership model.
Actor events +
Scaling.
Properties - Accepted Property Transfers
uncheck Scale, Model Scale
You do not need a unit with a turret attachment point, to have things rotate around it. I attached a "Turret" directly onto a High Templar and it worked just fine. This is unfinished "Uber Templar" idea I had a while back and it will remain that way it seems.
Anyways, here's the video of it in action.
@BorgDragon: Go
Hang on. You DON'T need a turret attachment point to use a turret? How does that work? That would make 99% of using moving site ops SO much easier...
Great to be back and part of the community again!
I think you misunderstood his post. He just stated you dont need a turret or a turret attachment to create rotating attachments. You can use turrets without attachments as well, they will work in terms of allowing weapons to shoot, but they won't rotate visually.
BTW anyone tested, if invisible models drop performance (or if, for that matter, setting visibility vs setting opacity makes a difference?)
Sorry for the late reply: I've now solved all my problems: through - as it seems - a bug.
I had done it, without any effect, don't know why. The solution lies in a "Site (Explicit Rotation)" actor used as a host site operation for the drone model. If you check "Is Local" in this actor, then, for some reason, it works fine.
I've attached a map showing an example to this post. Thank you very much for all who helped me, especially Kueken whose idea of scaling the mothership (or whatever you use in the center) was the key to the success.
PS: @BorgDragon: Yes, you do need an extra model for the turret. If you just apply the turret to an attachment point of the unit model, then it will rotate with the unit, that means if the unit changes its direction by 180 degrees, the attached drones (or whatever) rotates also by 180 degrees, additionally to its rotation around the unit. To avoid this, you need another model with the "Hold Rotation" flag set in its site operations. But I admit that this model does not need to have a "Turret" attachment point (as I first thought).