What I'm trying to create is an ability that summons a crystal (DarkPylon) in the air, then smashes it into the ground where it shatters. Effect-wise it's very simple, just a Persistent effect for the delay and then the standard impact stuff (omitted in the test map)
For the visuals I'm using a single Model type actor which chains several ModelSwap+AnimPlay events for the three "phases". The problem is the "fall" phase, for which I create a Site(Mover) type actor based on the "floating text" ones. It does move the model as desired, but for some reason it teleports to the casting unit when first created while the model previously appeared at the target location as it should. Check out the test map to see exactly what I mean.
I assume either a) the Mover actor for some reason decides to inherit its starting position from the unit and not the Model actor or b) The whole setup doesn't have a well-defined host from the start and the fact it even appears at the target location initially is due to a hardcoded fallback.
Does anyone know how to fix this? I've tried disabling all the Properties: fields to no avail, and setting a host only broke the mover completely (as did copying the setup from the Colossus weapon); for some reason applying SOpTargetPoint to the Model actor also wrecks the mover.
You mean to use the Unload End animation for the drop?
I'm a bit confused what you mean with "scale" (there are no scaling events involved) and why I would need the opacity events.
Edit: This configuration works as intended, but requires the additional Site actor to use as a host. To anyone wanting to use this, note you have to manually synchronise all the delays:
The Birth animation on the Model actor should be just as long as the Initial Delay on the Persistent
The fall time is the Period Duration on the Persistent. This has to match the "Fall" and "Die" Timers as well as the visual fall time, which is set through the SiteOp on the Model actor (starting height) and the movement parameters on the Site(Mover) actor
The death animation has no restrictions, but for some reason the specific model used causes lingering shadows. You can also remove this part and link up a regular impact model to the impact effect
He means using an invisible marine model (using 0 opacity, so it is invisible but you can still attach other actors), attaching the Pylon to its overhead, then change the scale of the marine to 0 over time, so the head of the marine travels from a certain height to 0 over time with the attached pylon following its movement. The marine model is recommended, because using most other models results in this method to fail for whatever reason.
Oh, that kind of workaround. That only allows linear motion with a fixed speed though, while the Site(Mover) at least claims to support accelerated movement.
And does the forum not show the "new posts were added" warning when you edit an existing post?
Well, I'm happy with what I have, the only reason I see for making the summon a unit is to make it destructable, but even then the actor setup might be simpler.
My problem with missiles is that I've never tried to launch one vertically, and I assume the impact would occur instantly if the 2D launch and impact points are the same. An off-course Throw missile doesn't have any advantages because I'd still have to fake the impact, if a vertical launch does work I can just use a Guided phase and rely on the kinematic fields. Maybe I'll test it just to see if it works.
What I'm trying to create is an ability that summons a crystal (DarkPylon) in the air, then smashes it into the ground where it shatters. Effect-wise it's very simple, just a Persistent effect for the delay and then the standard impact stuff (omitted in the test map)
For the visuals I'm using a single Model type actor which chains several ModelSwap+AnimPlay events for the three "phases". The problem is the "fall" phase, for which I create a Site(Mover) type actor based on the "floating text" ones. It does move the model as desired, but for some reason it teleports to the casting unit when first created while the model previously appeared at the target location as it should. Check out the test map to see exactly what I mean.
I assume either a) the Mover actor for some reason decides to inherit its starting position from the unit and not the Model actor or b) The whole setup doesn't have a well-defined host from the start and the fact it even appears at the target location initially is due to a hardcoded fallback.
Does anyone know how to fix this? I've tried disabling all the Properties: fields to no avail, and setting a host only broke the mover completely (as did copying the setup from the Colossus weapon); for some reason applying SOpTargetPoint to the Model actor also wrecks the mover.
I would just use an invisible marine that changes the scale.
You could always set opacity to 0 on creation and have it set back to 1 a few fractions of a sec later.
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
You mean to use the Unload End animation for the drop?
I'm a bit confused what you mean with "scale" (there are no scaling events involved) and why I would need the opacity events.
Edit: This configuration works as intended, but requires the additional Site actor to use as a host. To anyone wanting to use this, note you have to manually synchronise all the delays:
He means using an invisible marine model (using 0 opacity, so it is invisible but you can still attach other actors), attaching the Pylon to its overhead, then change the scale of the marine to 0 over time, so the head of the marine travels from a certain height to 0 over time with the attached pylon following its movement. The marine model is recommended, because using most other models results in this method to fail for whatever reason.
Oh, that kind of workaround. That only allows linear motion with a fixed speed though, while the Site(Mover) at least claims to support accelerated movement.
And does the forum not show the "new posts were added" warning when you edit an existing post?
I'd prefer use a missile unit and do all calibrations/movements with it, though it breaks your simple effect system...
I thought of that too, except I've never tried vertical missiles. Maybe I'll try if I want to make the summon destructable.
Yeah you could create a Site actor at the launch point and launch the missile from there maybe using a Throw 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
Well, I'm happy with what I have, the only reason I see for making the summon a unit is to make it destructable, but even then the actor setup might be simpler.
My problem with missiles is that I've never tried to launch one vertically, and I assume the impact would occur instantly if the 2D launch and impact points are the same. An off-course Throw missile doesn't have any advantages because I'd still have to fake the impact, if a vertical launch does work I can just use a Guided phase and rely on the kinematic fields. Maybe I'll test it just to see if it works.
Have a two phase mover what swaps to the second phase on altitude.
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