I am trying to import sprites from good, old Brood War into SC2.
My progress so far:
What´s working:
Unit selection
Walk animation
Death animation
Custom Team Color
My problem:
I am still struggeling with the attack animation, so it shows up in the right direction. I have set the Attack animations of the sprite to Attack A, Attack B and so on in 3DS Max. Is it somehow possible to get the angle a unit is attacking, when its weapon arc is set to 360?
Look at the Zeratul/Maar Blink abilities from WoL campaign, they create a smoke trail between the start and end positions by aligning two direction-specific models. I think it's something with an SOpForwardVector, not sure if it's aligned to Unit Facing or Target Point though.
Ok, I solved the problem, by creating four differnet turrets (north, east, south and west) for my unit. Applied the according weapon to it and set the actor events properly.
That looks really cool.
Man I've been trying to impose a 16 arc rotation style on the 3D units on my map.
My plan was to create an invisible actor who's job is to interact with the surroundings and keep track of the real-time facing angles.
Then a visible "dummy" actor (the one you want the unit to be) would be attached to the invisible actor, and perform all animations. The game would have to only use the attachment points on the dummy actor so when the unit attacks it looks proper.
When the invisible actor turns, that action needs to be intercepted and a value based on the formula ((angle%16)*22.5 be applied to the visible actor's facing angle.
With the marine I tried to make it non-turnable (at unit data) so it won't change facing angle automatically, and also gave it a 360 turret. I was able to catch the turret rotation events, but I was unable to alter the facing angle of the body (probably because of the non-turnable).
Also I have no idea how to actually implement the angle formula in the actor event actions... perhaps I would need to have 16 events each with validators for the arc ranges.
The other way, which seems is what you've done, is to add animations for each arc so the model will turn at an animation level, kind of like how the immortal has 16 arc walk animations.
Hello mapsters!
I am trying to import sprites from good, old Brood War into SC2. My progress so far:
What´s working:
My problem:
I am still struggeling with the attack animation, so it shows up in the right direction. I have set the Attack animations of the sprite to Attack A, Attack B and so on in 3DS Max. Is it somehow possible to get the angle a unit is attacking, when its weapon arc is set to 360?
Look at the Zeratul/Maar Blink abilities from WoL campaign, they create a smoke trail between the start and end positions by aligning two direction-specific models. I think it's something with an SOpForwardVector, not sure if it's aligned to Unit Facing or Target Point though.
Ok, I solved the problem, by creating four differnet turrets (north, east, south and west) for my unit. Applied the according weapon to it and set the actor events properly.
@newone90: Go
That looks really cool. Man I've been trying to impose a 16 arc rotation style on the 3D units on my map.
My plan was to create an invisible actor who's job is to interact with the surroundings and keep track of the real-time facing angles. Then a visible "dummy" actor (the one you want the unit to be) would be attached to the invisible actor, and perform all animations. The game would have to only use the attachment points on the dummy actor so when the unit attacks it looks proper. When the invisible actor turns, that action needs to be intercepted and a value based on the formula ((angle%16)*22.5 be applied to the visible actor's facing angle.
With the marine I tried to make it non-turnable (at unit data) so it won't change facing angle automatically, and also gave it a 360 turret. I was able to catch the turret rotation events, but I was unable to alter the facing angle of the body (probably because of the non-turnable). Also I have no idea how to actually implement the angle formula in the actor event actions... perhaps I would need to have 16 events each with validators for the arc ranges.
The other way, which seems is what you've done, is to add animations for each arc so the model will turn at an animation level, kind of like how the immortal has 16 arc walk animations.
http://www.sc2mapster.com/forums/development/data/77818-intercept-attack-turret-turning-event/