So as the name suggests, I want to make a missile that spins(heightwise) and that also randomly lobs at its target. However, I completely do not know how to even begin doing this, my only guess it is has something to do with movers.... Please do not point me to the blizzard page about missile movers, as I have read it and still do not get it. About all I can do with movers is slow things down or make them have a lob instead of a straight path, that is about it. Anyone an expert on this and willing to help me figure this out?
Okay, I'm not exactly sure how to do either of those. I am guessing I constantly change the angle the missile is facing somehow using actors, not really sure how to do that one though. I do know I want the spin to probably be x or y based only, whatever would make it spin like a board game spinner (IE: Twister, Life).
As far as the ballistics with no homing goes, I kind of get that but not really sure what does what, looking at the mover field there is a WHOLE Lot of little options in there. Complicating matters I'm kind of hoping for 2 lobs going on at once, one fairly standard typical Z lob, like you might expect from a softball throw. The other one I'm hoping to be somewhat random and be more of an x/y based lob.
Maybe it'd be simpler if I just explained what I want the missile to roughly simulate. I basically want it to look like a spinning firework, like a giant bee or something, that spins right into its target. I already got the explosion at the end down to where I want it, just trying to make a nice delivery system for it. The delivery however unlike the bee, does need to hit its target, lol.
For the actor you have two options. First you can attach a hidden mothership model to your Missile actor and have the visual as an attached Model actor so when the mothership turns so does your model. The second is to use the SOp (Forward Vector) method where you use that SOp to get the attached Model actor to face a framework of hidden marines at rightangles to each other surrounding the unit is a half square or cuboid formation. By altering the scale of the marines you can then determine where it faces and by using timers you can get it to wobble or spin as you please.
Ah so you want it to have a pathing similar to the Drunken Missile with a hint of the TossBottle (Unnamed) mover? Tried the guardian missile model, that looks like a flying bug. In short a rather short wavelength with a bit of a revolver using a parabola with a ballistic driver for the first motion phase that on arrival at the target switches to a guidance driver.
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Hrrrmmm, so this one still confuses me, I think maybe should break this up into 2 parts at least, the actor portion and the mover portion. That said, probably want to start with the actor portion. I am pretty sure I am gonna want to go with option B. as the mothership rotation would be too slow for the desired effect, I kind of understand what you mean by hidden marines but not at all clear on how to implement it. It seems more complicated than it should be, is there a way I could just use timers instead? Was thinking of having the forward vector go (0,-1,0), (1,-1,0), (1,0,0), (1,1,0),(0,1,0), (-1,1,0),(-1,0,0),(-1,-1,0),(0,-1,0)...... and repeating like that, isn't there a direct way to alter the forward vector without said marines?
Actually you can speed up the rotation by adjusting the timescale of the animation under the events.
No because the forward vector coordinates are global and not local also using the reference set event action to implement the changes in SOps would be even more complex and involve a SOp (Smooth Rotation) SOp to prevent it instantly swapping between directions.
The SOp (Forward Vector) makes the -ve Y axis of the actor point towards the target. As the SOp can smoothly alter the direction faced dynmaically it is quite a good option.
You seem to be thinking of the SOp (Explicit Rotation) SOp.
Marines are good because between the origin attachment point and overhead is a distance of 1 so you just have marine 1 at an offset of 1 along two axes along the desired plane of movement and have marine two attached origin to overhead at a right angle along the other axis of the plane of movement. When set to a z scale of 2 the marines will then form a half square around your main model of interest. You then use timers to adjust the scale of the marines between a scale of 0.01 and 2 in a periodic fashion offset by half a period between marine actors.
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Well I'm not sure how to do either from that description I'm afraid, I have been trying to figure it out some to no avail. I know how to make a unit, hide it, and that is about it with all this we talking about. They sound like useful things to know, but afraid I just don't get it. No idea how you attach a hidden mothership model to cause said missile to spin, and even more confused on the marines. Not sure how to attach a hidden model for that matter. I hate having to ask but would an example map/walkthrough be at all possible, I want to get this, but not seeing how to do this at all.
Attach them like a normal attachment and use the Set Opacity action event to set them to 0 (invisible). The mothership model has attachment points that spin relative to the origin. This example map is not my own but Kueken531's and shows the method using the SOp (Forward Vector) method.
So as the name suggests, I want to make a missile that spins(heightwise) and that also randomly lobs at its target. However, I completely do not know how to even begin doing this, my only guess it is has something to do with movers.... Please do not point me to the blizzard page about missile movers, as I have read it and still do not get it. About all I can do with movers is slow things down or make them have a lob instead of a straight path, that is about it. Anyone an expert on this and willing to help me figure this out?
The visual spinning needs to be done in actors. You seem to be wanting a ballistic driver with no homing.
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
Okay, I'm not exactly sure how to do either of those. I am guessing I constantly change the angle the missile is facing somehow using actors, not really sure how to do that one though. I do know I want the spin to probably be x or y based only, whatever would make it spin like a board game spinner (IE: Twister, Life).
As far as the ballistics with no homing goes, I kind of get that but not really sure what does what, looking at the mover field there is a WHOLE Lot of little options in there. Complicating matters I'm kind of hoping for 2 lobs going on at once, one fairly standard typical Z lob, like you might expect from a softball throw. The other one I'm hoping to be somewhat random and be more of an x/y based lob.
Maybe it'd be simpler if I just explained what I want the missile to roughly simulate. I basically want it to look like a spinning firework, like a giant bee or something, that spins right into its target. I already got the explosion at the end down to where I want it, just trying to make a nice delivery system for it. The delivery however unlike the bee, does need to hit its target, lol.
For the actor you have two options. First you can attach a hidden mothership model to your Missile actor and have the visual as an attached Model actor so when the mothership turns so does your model. The second is to use the SOp (Forward Vector) method where you use that SOp to get the attached Model actor to face a framework of hidden marines at rightangles to each other surrounding the unit is a half square or cuboid formation. By altering the scale of the marines you can then determine where it faces and by using timers you can get it to wobble or spin as you please.
Ah so you want it to have a pathing similar to the Drunken Missile with a hint of the TossBottle (Unnamed) mover? Tried the guardian missile model, that looks like a flying bug. In short a rather short wavelength with a bit of a revolver using a parabola with a ballistic driver for the first motion phase that on arrival at the target switches to a guidance driver.
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
Hrrrmmm, so this one still confuses me, I think maybe should break this up into 2 parts at least, the actor portion and the mover portion. That said, probably want to start with the actor portion. I am pretty sure I am gonna want to go with option B. as the mothership rotation would be too slow for the desired effect, I kind of understand what you mean by hidden marines but not at all clear on how to implement it. It seems more complicated than it should be, is there a way I could just use timers instead? Was thinking of having the forward vector go (0,-1,0), (1,-1,0), (1,0,0), (1,1,0),(0,1,0), (-1,1,0),(-1,0,0),(-1,-1,0),(0,-1,0)...... and repeating like that, isn't there a direct way to alter the forward vector without said marines?
Actually you can speed up the rotation by adjusting the timescale of the animation under the events.
No because the forward vector coordinates are global and not local also using the reference set event action to implement the changes in SOps would be even more complex and involve a SOp (Smooth Rotation) SOp to prevent it instantly swapping between directions.
The SOp (Forward Vector) makes the -ve Y axis of the actor point towards the target. As the SOp can smoothly alter the direction faced dynmaically it is quite a good option.
You seem to be thinking of the SOp (Explicit Rotation) SOp.
Marines are good because between the origin attachment point and overhead is a distance of 1 so you just have marine 1 at an offset of 1 along two axes along the desired plane of movement and have marine two attached origin to overhead at a right angle along the other axis of the plane of movement. When set to a z scale of 2 the marines will then form a half square around your main model of interest. You then use timers to adjust the scale of the marines between a scale of 0.01 and 2 in a periodic fashion offset by half a period between marine actors.
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
Well I'm not sure how to do either from that description I'm afraid, I have been trying to figure it out some to no avail. I know how to make a unit, hide it, and that is about it with all this we talking about. They sound like useful things to know, but afraid I just don't get it. No idea how you attach a hidden mothership model to cause said missile to spin, and even more confused on the marines. Not sure how to attach a hidden model for that matter. I hate having to ask but would an example map/walkthrough be at all possible, I want to get this, but not seeing how to do this at all.
Thank you for your time.
Attach them like a normal attachment and use the Set Opacity action event to set them to 0 (invisible). The mothership model has attachment points that spin relative to the origin. This example map is not my own but Kueken531's and shows the method using the SOp (Forward Vector) method.
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