Hey guys,
really frustrated, doomed to ask everything, sorry about that :(
I just want to have my crab(RedstoneLavaCritter) to have an Claw attatched to his head...
So i attached that claw to his head, its a beginning, but definitely not as realistic as i want it to be...
My problem is: how can i create an attatchmend, which is static to the unit its attached to, but not static to the map, so if i place the unit, the unit shouldn't need to look in the same direction, there should be the horn, comming out of the back of the unit, facing the same direction as the unit does...
tried it with static and dynamic rotation, but static doesn't react with the facing of the unit nor dynamic does (probably cause i don't know how to work with it)
Can someone help me? :)
Not sure how u do it, but i do it with site operation (attachment) to attach the new model to the unit, (local offset) to put it where i want and (explicit rotation) to change the facing of it.
In Explicit Rotation i have Actor:Hold Position - Disabled, Actor:Hold Rotation - Disabled, Actor:Is Local - Enabled.
If they are enabled then the model doesnt change facing together with the unit.
Hm sounds nice :D but i never used those attachments and i searched for some tutos but didn't found something.. most of them works with model additions... i looked up the crab in the previewer so i know which attachmentpoints but i don't know how the site operation knows that model it has to use...only changed the Attachment Query, the events and the host supporter
Well first u have ur crab unit actor. Dont need to do anything with it.
Then u make a new actor, type:Model, Based on: ModelAnimationStyleOneShot. Add the claw model and in Events+ u add event Unit Birth - Crab with action create.
Make a new actor, type: Site Operation (Attachment), Based on CActorSiteOpAttach. Go in Attachment Query+ and put Fallback: ignored, Methods-Direct-Center,index:0
New actor , type:Site Operation (Local Offset), Based on: CActorBase. Change Hold Postion: Disabled, Hold Rotation: Disabled and in Local Offset u set where the claw will appear. In front of it? on the side? on the head? Change it to see where it appears (After u did the rest down here)
A nwe actor, type: Site Operation (Explicit Rotation), Based on: CActorBase. Change Hold position: Disabled, Hold rotation: Disabled, is local: Enabled. Then u can change the values in "Forward" and "Up" to change where the claw in facing (im confused how this works, just try changing them until it becomes how u want).
Go back to the Claw model u created and in "Host+" under "subject" u click "Alias" and choose "_Selectable". Then in Host Site Operations+ u uncheck Holdposition and Holdrotation and add the 3 Site Operations we just created and done
Not without using the SOp (Forward Vector) method which is a whole extra level of complexity. You need to have a hidden marine model at an offset angled towards the field of rotation so that the SOp (Forward Vector) SOp on your model offset at a right angle can follow the overhead as the marine is scaled via a Set Scale event action.
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Hmm not sure wht u mean. Do u mean that the claw moves into the crab sometimes? Because it is attached to the center of the crab now, it moves like the center moves, but u can change that. I attached an egg to the hand of an infested civilian so everytime is raised its hand to attack something, the kept sticking to its hand all the time.
You would probably want to attach it to the head so go in the Site Operation (Attachment) actor and in the Attachment Query+ change the Methods-Direct-Center to "Head" (sometimes it works , sometimes not)
Well thank you LaxSalomon, thank you very much and also thank you DrSuperEvil,
looking up the attatchment points showed me, that the Target Att. Point moves with the unit itselfs so its good enough for me using that point instead of head or something, so the claw does moves a bit if the crab is walking and also if its just standing, breathing and so on
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Hey guys, really frustrated, doomed to ask everything, sorry about that :( I just want to have my crab(RedstoneLavaCritter) to have an Claw attatched to his head... So i attached that claw to his head, its a beginning, but definitely not as realistic as i want it to be...
My problem is: how can i create an attatchmend, which is static to the unit its attached to, but not static to the map, so if i place the unit, the unit shouldn't need to look in the same direction, there should be the horn, comming out of the back of the unit, facing the same direction as the unit does...
tried it with static and dynamic rotation, but static doesn't react with the facing of the unit nor dynamic does (probably cause i don't know how to work with it) Can someone help me? :)
@fischy33: Go
Not sure how u do it, but i do it with site operation (attachment) to attach the new model to the unit, (local offset) to put it where i want and (explicit rotation) to change the facing of it.
In Explicit Rotation i have Actor:Hold Position - Disabled, Actor:Hold Rotation - Disabled, Actor:Is Local - Enabled.
If they are enabled then the model doesnt change facing together with the unit.
Hm sounds nice :D but i never used those attachments and i searched for some tutos but didn't found something.. most of them works with model additions... i looked up the crab in the previewer so i know which attachmentpoints but i don't know how the site operation knows that model it has to use...only changed the Attachment Query, the events and the host supporter
@fischy33: Go
Well first u have ur crab unit actor. Dont need to do anything with it.
Then u make a new actor, type:Model, Based on: ModelAnimationStyleOneShot. Add the claw model and in Events+ u add event Unit Birth - Crab with action create.
Make a new actor, type: Site Operation (Attachment), Based on CActorSiteOpAttach. Go in Attachment Query+ and put Fallback: ignored, Methods-Direct-Center,index:0
New actor , type:Site Operation (Local Offset), Based on: CActorBase. Change Hold Postion: Disabled, Hold Rotation: Disabled and in Local Offset u set where the claw will appear. In front of it? on the side? on the head? Change it to see where it appears (After u did the rest down here)
A nwe actor, type: Site Operation (Explicit Rotation), Based on: CActorBase. Change Hold position: Disabled, Hold rotation: Disabled, is local: Enabled. Then u can change the values in "Forward" and "Up" to change where the claw in facing (im confused how this works, just try changing them until it becomes how u want).
Go back to the Claw model u created and in "Host+" under "subject" u click "Alias" and choose "_Selectable". Then in Host Site Operations+ u uncheck Holdposition and Holdrotation and add the 3 Site Operations we just created and done
Wow thank you very much!! One last question: is it possible to move the Claw with the "Stand" or "Move" animation of the crab?
Not without using the SOp (Forward Vector) method which is a whole extra level of complexity. You need to have a hidden marine model at an offset angled towards the field of rotation so that the SOp (Forward Vector) SOp on your model offset at a right angle can follow the overhead as the marine is scaled via a Set Scale event action.
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
@fischy33: Go
Hmm not sure wht u mean. Do u mean that the claw moves into the crab sometimes? Because it is attached to the center of the crab now, it moves like the center moves, but u can change that. I attached an egg to the hand of an infested civilian so everytime is raised its hand to attack something, the kept sticking to its hand all the time.
You would probably want to attach it to the head so go in the Site Operation (Attachment) actor and in the Attachment Query+ change the Methods-Direct-Center to "Head" (sometimes it works , sometimes not)
Well thank you LaxSalomon, thank you very much and also thank you DrSuperEvil, looking up the attatchment points showed me, that the Target Att. Point moves with the unit itselfs so its good enough for me using that point instead of head or something, so the claw does moves a bit if the crab is walking and also if its just standing, breathing and so on