I'm using a Dark Shrine as a tower and the Void Ray's Prismatic Beam as a weapon. I made a turret for the weapon so that the Dark Shrine is able to fire since it can't turn. However, when it does fire, the beam comes out of one of the faces of the Dark Shrine. I'd like to move the firing position to the blue gemstone instead. Can anybody help?
PS: the prismatic beam also has the arcing light beams from when the Void Ray fires. They just hang there over the Dark Shrine. Any idea how I can get rid of them?
To change the position of the launch attack you need to find out where the attachment points are for the model. If it doesn't have one close to the point you're wanting you will have to use a Site (local offset) actor to move it. I took a look at it and it looks like Damage 03 is the point you want to use, if its not good enough for you, then you'll need to use the offset actor. Just add the point to launch site ops of the attack actor.
And I am sorry but I have no idea on that second part.
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I'm so confused lol. How do I attach a Site Actor to a Model? Is that the model of the unit or the 0 opacity one? Can a unit have more than one model?
I've seen somewhere (I think it was a Prosaic Muse tutorial) where SiteOffsets were used and I noticed it had Z-axis, so technically one could make an offset that goes up an make a weapon fire from there???. Basically what I need to do is get a Dark Shrine to fire a beam from the tip of it's gemstone.
You can do either but attaching it to the 0 opacity one allows more freedom of where you can fire since that model can then be moved with SOps to anywhere.
Units can only have one Unit actor but like the leviathan and various buffs you can attach Model type actors on to make bigger more impressive units.
You can use the z axis to make weapons fire from the sky, looks great when combined with the random point in sphere SOp but that requires the creation and destruction of the 0 opacity model with each shot.
For attaching your site just set the hosting fields like any attachment to your Model actor and use the attach origin SOp, also make sure the events for the site create it at the right conditions like unit birth. Set the model to 0 opacity so it does not ruin your visuals. Use a low poly model like a marine ideally. Attach the model to the origin/attachment point of choice on your main Unit actor and offset it with a local offset SOp. Set the Action actor launch site actor to use your new site actor.
Slight Nitpick, but the Model actor can use the invisible model. There is one provided. Blizzard uses it for the Spine Crawler "projectile", among other things.
So obviously it's not working because, well, I have no idea what the hell I'm doing lol but here's the steps of what I did and maybe someone can tell me where I fucked up:
I made two actors:
Actor type - Model (named InvisibleModel, uses the Invisible model)
Actor type - Site
In the Site actor, I changed: Hosting: Host +, Hosting: Host For Properties +,
and Hosting: Host SUpporter + to InvisibleModel under Subject. Hosting: Hosting Site Operations + was changed to SOpAttachOrigin under Operations.
I created an event for the Site actor which says: Unit Birth
- Create
(I'm thinking there should have been another that destroys the actor? Unit death maybe?)
In the Unit actor of the... unit, I changed: Hosting: Hosted Attachments + to:
Direct under Methods and selected Origin in the drop-down menu,
picked InvisibleModel under Subject further down,
and created a Site Operation (Local Offset) actor that I named UnitName (SOp LocalOff) and selected it under Operations. (Change SOp LocalOff z-axis to 4)
Since I'm using the Disruption Beam attack (I switched from Void Ray to Sentry), I changed the Combat: Launch Site to InvisibleModel for Sentry Attac action actor.
So what happened there was that the selection circle went up in the sky lol, but the beam fired from the origin point of the unit. Where did I go wrong?
Supporter is used for events for referring to other actors like with tentacles. Read ProzaicMuze's bunker tutorial where he attaches the laser to the attached autocannon.
Set the Hosting: Host - Subject field to the invisible Model actor you made not supporting. Correct have an event for destruction. If you are advanced use the effect tree end effect to destroy it but only if it is created by the effect tree starting.
For the unit actor completely wrong!
Make a Model type actor. Set Hosting: Host - Subject to your Unit actor and the model to the invisible one and give it the SOpAttachOrigin and UnitName (SOp LocalOff) SOps in that order. Make it created on unit birth.
Under your Action actor select The Site actor you created.
Not sure I understand your instructions, but I cross-referenced with ProzaicMuse's bunker turret tutorial to make some changes. What I now have is a Dark Shrine that fires it's beam from the middle??? I don't mean like the center on the ground, it's firing from the centre of the model itself between the floating faces. Increasing the z-axis value on the Local Offset doesn't do anything so it can't be it.
What I currently have:
Actor | Model (Invisible Model) Host for Properties + and Host Supporter +: values cleared Events +: added Unit Death - [UnitName] -> Destroy Host Site Operations +: added [UnitName] (SOp LocalOff) under SOpAttachOrigin
Actor | Site Events +: added Unit Birth - [UnitName] -> Create and Unit Death - [Unit's Name] -> Destroy Host +: InvisibleModel (Actor | Mode) under subject Host Site Operations: added [UnitName] (SOp LocalOff) under operations
Actor | Action (Sentry Attack) Launch Site: added the site actor.
Actor | Turret Turret Body +: added Invisible Model under subject.
You need an event creating your Model actor. The SOp order is important and you have them in the wrong order always attach then offset. Also set the host subject to your dark shrine Unit actor.
Site actors are not affected by offset SOps use an attachment SOp.
Unless the model used has a TurretZ attachment point the thing you did under turret is pointless.
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I already had an event creating the model actor on unit birth. The order of the SOp on the model actor are SOpAttachOrigin on top then (SOp LocalOff) under it. Should I have SOpAttachOrigin on my Site actor's Host Site Operations as well?. The subject of the Host + is the unit actor for the model and the Invisible Model for the Site actor.
Should my Site Actor be a Site (Attachment) Actor instead?
Just a Site type. The Site Operation (Attachment) SOp is used to determine what attachment point to attach something onto while site actors are used for launches and impacts.
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Aaaaaand nevermind, I found out what the issue was.
I tried changing the model of the invisible model to a marine to see if it was being created at all but when I tested I couldn't see any marine. This led me to believe that maybe my events were wrong and then I remembered my towers are not actually built in the traditional way like with a builder, but instead are upgraded from another building with a morph ability based on the Spire > Greater Spire. I looked around the list of event and couldn't find one which said Unit Morph or something of the like, so instead I used Turret Enable and picked the turret actor I made and voila, a marine was sitting on the gemstone (ouch). I switched the model back to the invisible one and now my Dark Shrine attacks from the tip of it's gemstone :D
Many thanks for your help! You really helped me out :)
I'm using a Dark Shrine as a tower and the Void Ray's Prismatic Beam as a weapon. I made a turret for the weapon so that the Dark Shrine is able to fire since it can't turn. However, when it does fire, the beam comes out of one of the faces of the Dark Shrine. I'd like to move the firing position to the blue gemstone instead. Can anybody help?
PS: the prismatic beam also has the arcing light beams from when the Void Ray fires. They just hang there over the Dark Shrine. Any idea how I can get rid of them?
To change the position of the launch attack you need to find out where the attachment points are for the model. If it doesn't have one close to the point you're wanting you will have to use a Site (local offset) actor to move it. I took a look at it and it looks like Damage 03 is the point you want to use, if its not good enough for you, then you'll need to use the offset actor. Just add the point to launch site ops of the attack actor.
And I am sorry but I have no idea on that second part.
Where do you change the attachment point? The weapon or unit don't seem to have that option.
EDIT: Nvm, it was in the actor of the weapon.
@Spellbound7: Go
Use a Site type actor and attach that to your model and have the Action type actor use that actor as a launch site.
Site actors are not affected by offset SOps so you need a 0 opacity Model actor offset to the location that the site is then attached to.
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
I'm so confused lol. How do I attach a Site Actor to a Model? Is that the model of the unit or the 0 opacity one? Can a unit have more than one model?
I've seen somewhere (I think it was a Prosaic Muse tutorial) where SiteOffsets were used and I noticed it had Z-axis, so technically one could make an offset that goes up an make a weapon fire from there???. Basically what I need to do is get a Dark Shrine to fire a beam from the tip of it's gemstone.
You can do either but attaching it to the 0 opacity one allows more freedom of where you can fire since that model can then be moved with SOps to anywhere.
Units can only have one Unit actor but like the leviathan and various buffs you can attach Model type actors on to make bigger more impressive units.
You can use the z axis to make weapons fire from the sky, looks great when combined with the random point in sphere SOp but that requires the creation and destruction of the 0 opacity model with each shot.
For attaching your site just set the hosting fields like any attachment to your Model actor and use the attach origin SOp, also make sure the events for the site create it at the right conditions like unit birth. Set the model to 0 opacity so it does not ruin your visuals. Use a low poly model like a marine ideally. Attach the model to the origin/attachment point of choice on your main Unit actor and offset it with a local offset SOp. Set the Action actor launch site actor to use your new site actor.
Also for some inspiration check this out.
http://www.sc2mapster.com/forums/resources/project-workplace/22854-contest-themed-creature/#posts
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
Slight Nitpick, but the Model actor can use the invisible model. There is one provided. Blizzard uses it for the Spine Crawler "projectile", among other things.
So obviously it's not working because, well, I have no idea what the hell I'm doing lol but here's the steps of what I did and maybe someone can tell me where I fucked up:
I made two actors:
Actor type - Model (named InvisibleModel, uses the Invisible model)
Actor type - Site
In the Site actor, I changed:
Hosting: Host +,
Hosting: Host For Properties +,
and Hosting: Host SUpporter + to InvisibleModel under Subject.
Hosting: Hosting Site Operations + was changed to SOpAttachOrigin under Operations.
I created an event for the Site actor which says:
Unit Birth
- Create
(I'm thinking there should have been another that destroys the actor? Unit death maybe?)
In the Unit actor of the... unit, I changed:
Hosting: Hosted Attachments + to:
Direct under Methods and selected Origin in the drop-down menu,
picked InvisibleModel under Subject further down,
and created a Site Operation (Local Offset) actor that I named UnitName (SOp LocalOff) and selected it under Operations. (Change SOp LocalOff z-axis to 4)
Since I'm using the Disruption Beam attack (I switched from Void Ray to Sentry), I changed the Combat: Launch Site to InvisibleModel for Sentry Attac action actor.
So what happened there was that the selection circle went up in the sky lol, but the beam fired from the origin point of the unit. Where did I go wrong?
Supporter is used for events for referring to other actors like with tentacles. Read ProzaicMuze's bunker tutorial where he attaches the laser to the attached autocannon.
Set the Hosting: Host - Subject field to the invisible Model actor you made not supporting. Correct have an event for destruction. If you are advanced use the effect tree end effect to destroy it but only if it is created by the effect tree starting.
For the unit actor completely wrong!
Make a Model type actor. Set Hosting: Host - Subject to your Unit actor and the model to the invisible one and give it the SOpAttachOrigin and UnitName (SOp LocalOff) SOps in that order. Make it created on unit birth.
Under your Action actor select The Site actor you created.
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
Not sure I understand your instructions, but I cross-referenced with ProzaicMuse's bunker turret tutorial to make some changes. What I now have is a Dark Shrine that fires it's beam from the middle??? I don't mean like the center on the ground, it's firing from the centre of the model itself between the floating faces. Increasing the z-axis value on the Local Offset doesn't do anything so it can't be it.
What I currently have:
Actor | Model (Invisible Model)
Host for Properties + and Host Supporter +: values cleared
Events +: added Unit Death - [UnitName] -> Destroy
Host Site Operations +: added [UnitName] (SOp LocalOff) under SOpAttachOrigin
Actor | Site
Events +: added Unit Birth - [UnitName] -> Create and Unit Death - [Unit's Name] -> Destroy
Host +: InvisibleModel (Actor | Mode) under subject
Host Site Operations: added [UnitName] (SOp LocalOff) under operations
Actor | Action (Sentry Attack)
Launch Site: added the site actor.
Actor | Turret
Turret Body +: added Invisible Model under subject.
You need an event creating your Model actor. The SOp order is important and you have them in the wrong order always attach then offset. Also set the host subject to your dark shrine Unit actor.
Site actors are not affected by offset SOps use an attachment SOp.
Unless the model used has a TurretZ attachment point the thing you did under turret is pointless.
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
I already had an event creating the model actor on unit birth. The order of the SOp on the model actor are SOpAttachOrigin on top then (SOp LocalOff) under it. Should I have SOpAttachOrigin on my Site actor's Host Site Operations as well?. The subject of the Host + is the unit actor for the model and the Invisible Model for the Site actor.
Should my Site Actor be a Site (Attachment) Actor instead?
Yes.
Just a Site type. The Site Operation (Attachment) SOp is used to determine what attachment point to attach something onto while site actors are used for launches and impacts.
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
Well I did everything you told me and it still doesn't work :\
Ok do it in steps. Make a site actor attached to a different attachment point on a main unit actor. Then try shifting it to a model.
I advise making a new test map where you can mess around. This is a skill you should master.
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
Aaaaaand nevermind, I found out what the issue was.
I tried changing the model of the invisible model to a marine to see if it was being created at all but when I tested I couldn't see any marine. This led me to believe that maybe my events were wrong and then I remembered my towers are not actually built in the traditional way like with a builder, but instead are upgraded from another building with a morph ability based on the Spire > Greater Spire. I looked around the list of event and couldn't find one which said Unit Morph or something of the like, so instead I used Turret Enable and picked the turret actor I made and voila, a marine was sitting on the gemstone (ouch). I switched the model back to the invisible one and now my Dark Shrine attacks from the tip of it's gemstone :D
Many thanks for your help! You really helped me out :)