I'm currently working on a map where I'm using the Jim Raynor (sniper) Hero as the main character for the player. And obviously I've given him some extra abilities, in order to make him a little more exciting. However, I'm having a problem making some of them look right. For example I've given him the Ghost's Sniper round ability. But when he uses it, he just stands still and the shot comes out sideways from the top of his rifle. So I'm wondering how I can make that ability look right?
I don't need anything fancy - I'm happy if it just looks like a normal attack, where he actually moves his rifle etc. Alternatively I'd also be happy with the same animation as his Penetrator Round ability (possibly sped up a little, as it's a rather slow animation for a Ghost's Sniper Shot).
go to the ability in the data editor, scroll down and find the model of that ability. change it to whatever you want, it can even come out to look like a yamoto blast if ya want. if you want to speed up the anamation that is also on there along the top. example:
High Templar - Psi Storm
-Models
---High Templar Psi Storm Model
then find "Field : Model Assets\Effects\Protoss\PsiStorm\PsiStorm.m3"
this is what it looks like in game. double click on that and change it to ANYTHING. as to speed it up here is how you do that.
Field High Templar Psi Storm Model
: Animation Speed 1.0000
Change it to higher the number the faster it anamates it... .1 goes VERY slow and 100 goes VERY fast.. just play with that number to see how fast you want it. Side note: its fun seeing a zealot die at 25% speed rate. :P
Thanks. However that seems to control how the shot itself looks. What I'm interested in changing is what the unit does to fire the shot. The bullet flying through the air looks fine. It's just that the unit does not move or aim or do anything while firing the bullet. How can I make that happen?
I'm guessing you are looking more for an attachment point to base this off of. I would look at the actor Ghost Snipe Attack and look at the Launch Site Ops on the Raynor Commando Model in the Cutscene Editor (you should start in the models area with raynor). From there zoom in on the model, and take a good look at the attachment points (toggled by pressing A), can then right click and click on show model data (or shift + D), that will give you an idea on which attachmentpoint is which on the model. When you find one you like, I think in this case probably Ref_Weapon, try changing the Launch Site Ops to that.
The Sniper Round already fires from the right attachment point. But Raynor is standing still with his rifle held up in the air while it happens (his default standing position). I'm trying to make him actually move while firing the ability - taking aim etc. I'm not looking for anything more complex than just having him do the same movement he does when firing a normal attack.
They are making this far more complicated then this is. Look at at the ghosts actor and find the events field. Look through it for stuff on when snipe is used. Base it off that. It should be something like ability cast-snipe-cast start...animation play spell. Ability cast - snipe- cast end...animation clear. I don't think thats it exactly so check but it'll be similar. Ill check back to see if us need more help.
Holy crap! I made it work. And your post definately put me on the right track.
Basically I went into the Actor called "RaynorCommando (Unnamed)" and added these four events:
It looks a little strange if I have him use the ability over and over again quickly, so I added a cooldown to it. I guess if I played around with these 4 events a little more, I could make it fit perfectly. I'm not sure all 4 events are necessary.
Very good sir, that indeed was what he was asking. I guess this is why I shouldn't answer questions while watching cartoons/modding myself, I might misread it and give the wrong answer :)
If you don't mind Cirnu/some moderator change the title of this to say [Solved] at the top, is helpful to know which questions got solved when people are forum spelunking.
This got rid of a bug where the first time I used the ability it would look fine, but subsequent uses would look a little strange.
Just in case anyone else wants to do the same thing, or otherwise make a unit move as if it had performed a normal attack.
Hi
I'm currently working on a map where I'm using the Jim Raynor (sniper) Hero as the main character for the player. And obviously I've given him some extra abilities, in order to make him a little more exciting. However, I'm having a problem making some of them look right. For example I've given him the Ghost's Sniper round ability. But when he uses it, he just stands still and the shot comes out sideways from the top of his rifle. So I'm wondering how I can make that ability look right? I don't need anything fancy - I'm happy if it just looks like a normal attack, where he actually moves his rifle etc. Alternatively I'd also be happy with the same animation as his Penetrator Round ability (possibly sped up a little, as it's a rather slow animation for a Ghost's Sniper Shot).
Anyone got some insights on how I do this?
Thanks in advance.
@Cirnu:
go to the ability in the data editor, scroll down and find the model of that ability. change it to whatever you want, it can even come out to look like a yamoto blast if ya want. if you want to speed up the anamation that is also on there along the top. example:
High Templar - Psi Storm
-Models
---High Templar Psi Storm Model
then find "Field : Model Assets\Effects\Protoss\PsiStorm\PsiStorm.m3"
this is what it looks like in game. double click on that and change it to ANYTHING. as to speed it up here is how you do that.
Field High Templar Psi Storm Model
: Animation Speed 1.0000
Change it to higher the number the faster it anamates it... .1 goes VERY slow and 100 goes VERY fast.. just play with that number to see how fast you want it. Side note: its fun seeing a zealot die at 25% speed rate. :P
@tdhsst: Go
Thanks. However that seems to control how the shot itself looks. What I'm interested in changing is what the unit does to fire the shot. The bullet flying through the air looks fine. It's just that the unit does not move or aim or do anything while firing the bullet. How can I make that happen?
@Cirnu: Go
I'm guessing you are looking more for an attachment point to base this off of. I would look at the actor Ghost Snipe Attack and look at the Launch Site Ops on the Raynor Commando Model in the Cutscene Editor (you should start in the models area with raynor). From there zoom in on the model, and take a good look at the attachment points (toggled by pressing A), can then right click and click on show model data (or shift + D), that will give you an idea on which attachmentpoint is which on the model. When you find one you like, I think in this case probably Ref_Weapon, try changing the Launch Site Ops to that.
@Deadzergling: Go
The Sniper Round already fires from the right attachment point. But Raynor is standing still with his rifle held up in the air while it happens (his default standing position). I'm trying to make him actually move while firing the ability - taking aim etc. I'm not looking for anything more complex than just having him do the same movement he does when firing a normal attack.
They are making this far more complicated then this is. Look at at the ghosts actor and find the events field. Look through it for stuff on when snipe is used. Base it off that. It should be something like ability cast-snipe-cast start...animation play spell. Ability cast - snipe- cast end...animation clear. I don't think thats it exactly so check but it'll be similar. Ill check back to see if us need more help.
@JacktheArcher: Go
Holy crap! I made it work. And your post definately put me on the right track. Basically I went into the Actor called "RaynorCommando (Unnamed)" and added these four events:
Abil.Snipe.SourceCast Start
-> AnimBracketStart Attack Attack
Abil.Snipe.SourceCast Start
-> AnimBaseline Stop
Abil.Snipe.SourceCast Stop
-> AnimClear Attack
Abil.Snipe.SourceCast Stop
-> AnimBaseline Start
It looks a little strange if I have him use the ability over and over again quickly, so I added a cooldown to it. I guess if I played around with these 4 events a little more, I could make it fit perfectly. I'm not sure all 4 events are necessary.
Thank you for helping =)
@JacktheArcher: Go
Very good sir, that indeed was what he was asking. I guess this is why I shouldn't answer questions while watching cartoons/modding myself, I might misread it and give the wrong answer :)
@Cirnu: Go
If you don't mind Cirnu/some moderator change the title of this to say [Solved] at the top, is helpful to know which questions got solved when people are forum spelunking.
@Cirnu: Go
Awesome glad you got what I was saying I thought it was a bit sketchy. There's a better way to do it but if that works good.
UPDATE:
I ended up having to also add the following event to the "RaynorCommando (Unnamed)" Actor:
Abil.Snipe.SourceCast Start
->AnimPlaying Birth
->AnimClear Birth
This got rid of a bug where the first time I used the ability it would look fine, but subsequent uses would look a little strange. Just in case anyone else wants to do the same thing, or otherwise make a unit move as if it had performed a normal attack.