So ok fine. I thanks to Dr.Super Evil and a few others got to finally use the immortal shield on the unit I'm using. Now, i haven't been abled to get the shield to behave in the same manner and time of the unit in question. The shield moves one way the unit the other. I still don't know what to do. I checked the cut seen editor for attachment points, but theres nothing much to see there.
It didn't work, but i used the model data and there it shows some details about the attachment points, still i think i was able to attach it. With the SOP Attach shield actor. The problem is the movement. How can i make it move in the same way of the main unit (Immortal). What controls the shield movement. I think it must be something that tells the shield act accordingly to this unit movements. But where is that?
If this is set up like the Immortal's shield, check the Hosting: Host Site Operations + field of the shield actor and make sure the Hold Position and Hold Rotation flags are unchecked. If so, try a different attachment point. What is the host model?
The Immortal uses SOpAttachCenter for its fortified shield.
If the problem is that the shield doesn't move or rotate with the Immortal, that should fix it. Otherwise I'm misunderstanding the problem or the way the actor is set up is different from the Immortal.
Where are the other threads on this Immortal shield problem?
Ok. Apparently SOp Attach Turret, SOp Attach Shield, Sop Attach Center they all work when i add them to Hosting:Host Site Operations - Operations Values. Alone or together. Now the shield still doesn't move at the same time that the unit. The unit timing is either a few seconds ahead or behind. They aint synchronized in movement. You could try it out and see what I'm talking about. Anyway heres a picture for reference.
I dare you to go and try to make this setup by yourself. Is so peculiar. Is not even duplicable. I tried duplicating the barrier ability and it all works well until you change the behavior for your own behavior even with the same setting. The ability itself has no actors and makes u wonder how on earth is this shield showing up if there are not even actors. Like i said it must be somekind of hidden trigger not available at the data editor. Anyway your help is more than welcomed.
Only way I can think would be to use Model Events. Look at the death model for the Leviathan under the Models data type. These could then be used to synchronise the animations by setting the time point.
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Thats exactly what i did in the events section like supposed to. But the animation time is not synchronized with the turret animation. This is whats puzzling me. I know there must be a solution because if i use the original Barrier ability instead of mine it fits perfectly but why is the question?
I can't find what actor is attached to the immortal overload behavior. At first i thought it was one that says Immortal Overload, but then i tinted it to see if it was since i couldn't see the behavior anywhere on the events and is not. Then where the hell is that actor? Does somebody knows. Good heavens.
The campaign version uses the Event: Remove fields for creation for some strange reason. The immortal also plays a specific animation bracket when the behaviour is on. However the behaviour is for the Immortal - Barrier ability.
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I still havent got the shield to sync with my immortal turret animation. I dont know why it works with when u use the original behavior and not when u use yours. I dont know if this has to do with the yawn timing or the animation timinig, because it something maybe that could be fixed at events, like when u do actor creation stuff. Or maybe it something that has to do with inherited properties, force actors, physics. There must be a solution.
[SOLVED]! ! ! AFTER A DECADE. GOD. Ok. For those u want to know the answer this might be a little embarrassing but at the same time not, cause who would've known. The answer lies in going to your immortal UNIT ACTOR and inside that ACTOR EVENTS, there is where you go and change the behavior it has to your own custom behavior. Then and only then the shield will go on just like it does when it has the barrier behavior on. God. So glad. The answer to all my prayers. I learned this by working the Thor barrage behavior. It works in a similar way. Is not a model addition actor but the actor of the unit itself that has the key. Inside the events of the actor. Man so happy. Good Luck!!
So ok fine. I thanks to Dr.Super Evil and a few others got to finally use the immortal shield on the unit I'm using. Now, i haven't been abled to get the shield to behave in the same manner and time of the unit in question. The shield moves one way the unit the other. I still don't know what to do. I checked the cut seen editor for attachment points, but theres nothing much to see there.
You used the Crtl+D function to look at what attachment points the model has?
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
@DrSuperEvil: Go
It didn't work, but i used the model data and there it shows some details about the attachment points, still i think i was able to attach it. With the SOP Attach shield actor. The problem is the movement. How can i make it move in the same way of the main unit (Immortal). What controls the shield movement. I think it must be something that tells the shield act accordingly to this unit movements. But where is that?
If this is set up like the Immortal's shield, check the Hosting: Host Site Operations + field of the shield actor and make sure the Hold Position and Hold Rotation flags are unchecked. If so, try a different attachment point. What is the host model?
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@aZergBaneling: Go
Hi. Yeah the host model is the Immortal itself.
The Immortal uses SOpAttachCenter for its fortified shield.
If the problem is that the shield doesn't move or rotate with the Immortal, that should fix it. Otherwise I'm misunderstanding the problem or the way the actor is set up is different from the Immortal.
Where are the other threads on this Immortal shield problem?
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
SC2Saver, a way to create saved games via trigger
Frustrated with the editor and would like answers in real time? Join the SC2Mapster Discord!
For immortals you need to attach to the Turret attachment point.
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
Ok. Apparently SOp Attach Turret, SOp Attach Shield, Sop Attach Center they all work when i add them to Hosting:Host Site Operations - Operations Values. Alone or together. Now the shield still doesn't move at the same time that the unit. The unit timing is either a few seconds ahead or behind. They aint synchronized in movement. You could try it out and see what I'm talking about. Anyway heres a picture for reference.
@JEGCPR: Go
I dare you to go and try to make this setup by yourself. Is so peculiar. Is not even duplicable. I tried duplicating the barrier ability and it all works well until you change the behavior for your own behavior even with the same setting. The ability itself has no actors and makes u wonder how on earth is this shield showing up if there are not even actors. Like i said it must be somekind of hidden trigger not available at the data editor. Anyway your help is more than welcomed.
What other SOps are you using?
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
@DrSuperEvil: Go No other Sop. Im telling u.
Only way I can think would be to use Model Events. Look at the death model for the Leviathan under the Models data type. These could then be used to synchronise the animations by setting the time point.
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
Oh you're talking about the barrier shield, not the original fortified shield...
The barrier model isn't a model, it's part of the animation for the Immortal. Just make it play the barrier (Cover) animation when the behavior is on.
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
SC2Saver, a way to create saved games via trigger
Frustrated with the editor and would like answers in real time? Join the SC2Mapster Discord!
@aZergBaneling: Go
Thats exactly what i did in the events section like supposed to. But the animation time is not synchronized with the turret animation. This is whats puzzling me. I know there must be a solution because if i use the original Barrier ability instead of mine it fits perfectly but why is the question?
I can't find what actor is attached to the immortal overload behavior. At first i thought it was one that says Immortal Overload, but then i tinted it to see if it was since i couldn't see the behavior anywhere on the events and is not. Then where the hell is that actor? Does somebody knows. Good heavens.
The campaign version uses the Event: Remove fields for creation for some strange reason. The immortal also plays a specific animation bracket when the behaviour is on. However the behaviour is for the Immortal - Barrier ability.
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
@DrSuperEvil: Go
I still havent got the shield to sync with my immortal turret animation. I dont know why it works with when u use the original behavior and not when u use yours. I dont know if this has to do with the yawn timing or the animation timinig, because it something maybe that could be fixed at events, like when u do actor creation stuff. Or maybe it something that has to do with inherited properties, force actors, physics. There must be a solution.
[SOLVED]! ! ! AFTER A DECADE. GOD. Ok. For those u want to know the answer this might be a little embarrassing but at the same time not, cause who would've known. The answer lies in going to your immortal UNIT ACTOR and inside that ACTOR EVENTS, there is where you go and change the behavior it has to your own custom behavior. Then and only then the shield will go on just like it does when it has the barrier behavior on. God. So glad. The answer to all my prayers. I learned this by working the Thor barrage behavior. It works in a similar way. Is not a model addition actor but the actor of the unit itself that has the key. Inside the events of the actor. Man so happy. Good Luck!!
So what I said about it applying the animation bracket?
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
@DrSuperEvil: Go
Didnt understand it like that. You had to probably been more specific. No worries now. We got it.!