Iam trying like since two weeks to make a Viking on the Ground that behave like the Phoenix. So it can strafe around Units and Shoot in the same time.
My Problem is that my Unit is never looking at the Unit its Shooting and I really cant find the diffrenze between the Phoenix or/and the Diamondback from my unit in the data editor.
What I have done so far is to give my unit a turret so it can shoot if its in range at enemy Units, but well as I already told it wont look at those Unit :(.
Could please anyone help me with this Problem ? Iam more and more confused as longer as Iam trying, thanks for any help.
As last I want to say that Iam absolutly new in this mapping stuff and my english isent the best, just begun at all with Starcraft II. Iam sorry if this question is "to easy" :/ or something.
I too am having the exact same problem. I'm trying to make a Banshee work like the Phoenix and comming to the same road block.
Clearly, the turret is actually working. My weapon firing arc is only at 5 (like the phoenix's) so the only way it'd be firing in any directions when I fly by targets is if the turret is in fact, rotating the weapon. However, it's not rotating the Banshee's actor model and i can't find out why. I'm not even sure how they got the phoenix to rotate.
I just did a test, i switched the 2 turrets (the one I made, and the unedited one with the phoenix) with each other, having my custom banshee use the phoenix's turret, and the phoenix use my custom turret.
Tested it out.
The banshee STILL, will not rotate, but the phoenix does! With my crafted turret that wasn't working with the banshee! what the hell?
Check with the unit itself. It's the only thing I can think of. Maybe it's actor, or something. If I find out the answer, I'll post it.
I want the unit to face it though. my firing arc is purposely only 5 so the model is forced to face the target when it fires, and it's not.
The Turret is rotating the weapon, but NOT the model. That is our problem. The Turret is supposed to rotate the unit itself to face the target. It is not working. The weapons work, the model is not.
I don't see how this can be so complicated. All we're doing is basically trying to have a unit behave like the Phoenix. It can fire while moving; facing the target and everything, while moving. It's not working O.o
there's an attack while moving flag somewhere. That's what you're looking for. Keep the facing direction forwards, and you might have to mess with the unit's movers to allow it to move while facing the wrong direction. If you dont come to a conclusion soon send me a private message and i'll look into it more, i'm simply too tired right now.
Ive got already the "moving flag" and it shoots while its moving. But the problem is it isent facing the enemy all the time like the phoenix. And I checked already the movers from the Phoenix but cant find a diffrenz to "normal" Units.
Thanks for the offering :) I will send you a pm if it wont work in 2 days.
Nope, dont work :) . But I allready find out that it has nothing to do with the weapon itself. If you change the Phoenixes Weapon it will still turn to the enemy in Range (it wont shoot ok, becouse of the Turret and stuff).
Are you suggesting that the Mover on the unit itself might be the source? Hm, i'll look into that.
Another thing I noted was with the unit actors. Under the Unit Actors, the Viking ( and in my case, the Banshee) check their properties (double click the actor in the population list). The Viking and the Banshee say that their parent is "Generic Unit Base" under the "Based On" field. The Phoenix on the other hand says "Phoenix". I did a little fiddling and found that even if I just changed the field back and forth from "Generic Unit Base" to "Generic Unit Standard" and back again? All of the sudden it says the Parent Based On is now the unit's name; and like the Phoenix, becomes grayed out.
Since the Phoenix's field is already grayed out, I can't ever see what option it was set up under. And I'm sorry, the trail and error and testing every one at time? Got real old. Might I be correct in assuming that there is something totally different here in the actors that we're missing? It's the only difference i've found out. As I mentioned before, I switched the turrets on the phoenix to use the one I created from scratch and the phoenix still worked perfectly, but the banshee never worked with either.
I'm also going to check the Movers... though from what i understood movers as (I've edited them for weapons before), they seemed more... projectile focused.
Edit: yeah it's definitely not the Movers. In my case, since I was comparing 2 air units? The banshee mover and the phoenix mover is exactly the same.
Alright just did more trail and error.
Found out another variable. I've already stumbled on the wierd Actor "Parent" field difference. now, the Models? Another problem too.
Under the Unit Actor, under it's Art Tab? Switch the Unit Model and the Unit Model only to Phoenix. I garuntee it'll work . . .
I did only ONE edit the Original Phoenix, switch it's Model to the Banshee, and... tada'... It stops rotating.
I switched my banshee to use a Phoenix model however? Tada'... again, a wtf moment. It rotates, fly by, looking at targets and shooting missiles. The only difference was the Model. . .
I looked at the models in the Data Editor and they don't have anything different between the 2 aside from a few animation blend time differences.
My idea now leads into the animations. The Banshee has a Start Movement, Stop Movement, and Weapons Fire animation. The Phoenix I do not think does. Can anyone tell me where to turn those Animations off at?
I looked under Unit Actor/Event where it has all those Event Animation triggers, but nothing seemed to say anything about specific animations aside from helpers, selection, taunts, death and build. This is getting stupidly frustrating.
Just did the same and I made the diffrenze between the "Melee" Map choice and the Set of the Campain.
In the Melee Maps the Phoenix can do this freaking firing back and looking stuff. In the Campain he dont.
The Problem is, they are using the same Modell and I was really pissed off becouse in the Melee Mode I tryed to give the Phoenix another flying modell and well, he dident made this "turn around" anymore. So I thought, easy - it must be the Modell !
But how can it be that the Campain Model is the same as the Melee Modell and its dont freaking work ?!
My Conclusion was that there must be a Actor or Behaviour that is linked to the Modell (in what way so ever) that tell the Modell to rotate.
This would explain why other Modells dont work and what is missing in the Campaign Phoenix.
But as I already said, its my first time doing mapping stuff but this editor seems absolutly confusing.
Ive dont a lot of changing in the "Event+" things and I tried to copie or just to change but I really really dont get it how to do this.
Even tried to rebuild the Phoenix from the Melee Map to the Campaign Map with any Actor and stuff, but wont work.
Iam more and more pissed from the Editor. Its not convenient at all and I cant rebuild an ability from a Unit that is exsisting in easy steps like it should be in this f*ck*ng Data Editor. This is stranger then "Haskell" and "Cplusplus" together.
This should be easily achievable, as everything they've done for the game aside from source code, was done using the editor.
I remember when i was in Beta and the patch came out that had phoenix's able to move while firing. They used the editor somewhere to turn something on to get it to work. Unfortunately, this editor is so un-user friendly and bewildering that it becomes more than a chore to figure out ONE thing if you're a beginner. I'm starting to miss World Edit already.
Before I went to sleep, I thought of an idea that should work, but it'd be a pain in the ass. For Air units, it'll be easier. On the unit actor, set it's model is nothing, or something extremely low Poly, like the cube. Under the model selection, select it's scale to be so tiny that you can't see it.
Then, go and make a new turret to actually ATTACH to the center of the Unit Model. (I've never done this, refer to the Uberlisk Tutorial I suppose to learn how to attach turrets using the Data Editor only)
You can make a turret behave like the phoenix pretty easily. The Tank Turret is a good example. It straightens out while on the move, and aims when a target is sited.
With that said, you're basically replacing the Actor Model with the Turret's Model to achieve the animations we want.
Hey thanks, I will try this even it sounds a bit complicated to me. ;)
After your idea I will turn to other things and will try to go on in my Map, if I ever find a easier or "perfekt" solution I will let you know in a PM or write a tutorial, nobody deserves to be this pissed on like me .
Thats awesome. Here in the future, I will try the Turret idea myself for the Banshee. For now though, I'm stuck on simply creating a new weapon. Everything works but the damage... that and it shoots at the target ground. Ugh, this editor is frustrating as hell...
Might be a late reply, but to new people viewing this, the solution is to go to the weapon the unit (this case: viking) is using and under options, uncheck "Only fire while attacking", allowing the unit to attack even when issued and order such as move, and preferably also to uncheck "Only fire at attack target" but still make sure that "allowed movement" is set to "moving" and for unit facing, arc shouldn't be 360.
Ok, I just spent an hour trying this out for myself, I can't get any non-phoenix model to face the attacker either.
Unit - Viking Fighter
Combat - Weapon - Turret
Phoenix
Combat - Weapon
Lanzer Torpedoes
Weapon - Lanzer Torpedoes
Allow Movement
Move
Options
Only fire at attack target: false (unchecked)
Only fire while attacking: false (unchecked)
Will fire at any nearby targets while moving, however the model will not face the targets.
Simply changing nothing but the "Art - Model" field of the "Unit Actor - Viking Fighter" to the Phoenix model will make it face the target while attacking.
@scmapcritic: Go
Is the arc of the weapon 360? if it is the reason is obvious, if it isnt, then it might have something to do with the model. try taking an ordinary phoenix, and changing model file of the model in the actor to viking.
Hi there,
Iam trying like since two weeks to make a Viking on the Ground that behave like the Phoenix. So it can strafe around Units and Shoot in the same time. My Problem is that my Unit is never looking at the Unit its Shooting and I really cant find the diffrenze between the Phoenix or/and the Diamondback from my unit in the data editor.
What I have done so far is to give my unit a turret so it can shoot if its in range at enemy Units, but well as I already told it wont look at those Unit :(. Could please anyone help me with this Problem ? Iam more and more confused as longer as Iam trying, thanks for any help.
As last I want to say that Iam absolutly new in this mapping stuff and my english isent the best, just begun at all with Starcraft II. Iam sorry if this question is "to easy" :/ or something.
@Shouchen: Go
Hmmm, nobody a clue or something ?
I too am having the exact same problem. I'm trying to make a Banshee work like the Phoenix and comming to the same road block. Clearly, the turret is actually working. My weapon firing arc is only at 5 (like the phoenix's) so the only way it'd be firing in any directions when I fly by targets is if the turret is in fact, rotating the weapon. However, it's not rotating the Banshee's actor model and i can't find out why. I'm not even sure how they got the phoenix to rotate.
I just did a test, i switched the 2 turrets (the one I made, and the unedited one with the phoenix) with each other, having my custom banshee use the phoenix's turret, and the phoenix use my custom turret.
Tested it out.
The banshee STILL, will not rotate, but the phoenix does! With my crafted turret that wasn't working with the banshee! what the hell?
Check with the unit itself. It's the only thing I can think of. Maybe it's actor, or something. If I find out the answer, I'll post it.
Make the attacking facing arc 360 degrees. This allows the unit to attack something behind them without turning around.
@acidragoon: Go
I want the unit to face it though. my firing arc is purposely only 5 so the model is forced to face the target when it fires, and it's not. The Turret is rotating the weapon, but NOT the model. That is our problem. The Turret is supposed to rotate the unit itself to face the target. It is not working. The weapons work, the model is not.
I don't see how this can be so complicated. All we're doing is basically trying to have a unit behave like the Phoenix. It can fire while moving; facing the target and everything, while moving. It's not working O.o
simple, change the model of the phoenix to viking :8)
@edcbabe: Go
there's an attack while moving flag somewhere. That's what you're looking for. Keep the facing direction forwards, and you might have to mess with the unit's movers to allow it to move while facing the wrong direction. If you dont come to a conclusion soon send me a private message and i'll look into it more, i'm simply too tired right now.
First of all, thanks for the answers.
@happy04: Go
Ive got already the "moving flag" and it shoots while its moving. But the problem is it isent facing the enemy all the time like the phoenix. And I checked already the movers from the Phoenix but cant find a diffrenz to "normal" Units. Thanks for the offering :) I will send you a pm if it wont work in 2 days.
@edcbabe: Go
Nope, dont work :) . But I allready find out that it has nothing to do with the weapon itself. If you change the Phoenixes Weapon it will still turn to the enemy in Range (it wont shoot ok, becouse of the Turret and stuff).
@Pimpmunkeh: Go
You express exactly what I meant. I will still try to do it. If you find the answer, please let me know.
@happy04: Go
Are you suggesting that the Mover on the unit itself might be the source? Hm, i'll look into that.
Another thing I noted was with the unit actors. Under the Unit Actors, the Viking ( and in my case, the Banshee) check their properties (double click the actor in the population list). The Viking and the Banshee say that their parent is "Generic Unit Base" under the "Based On" field. The Phoenix on the other hand says "Phoenix". I did a little fiddling and found that even if I just changed the field back and forth from "Generic Unit Base" to "Generic Unit Standard" and back again? All of the sudden it says the Parent Based On is now the unit's name; and like the Phoenix, becomes grayed out. Since the Phoenix's field is already grayed out, I can't ever see what option it was set up under. And I'm sorry, the trail and error and testing every one at time? Got real old. Might I be correct in assuming that there is something totally different here in the actors that we're missing? It's the only difference i've found out. As I mentioned before, I switched the turrets on the phoenix to use the one I created from scratch and the phoenix still worked perfectly, but the banshee never worked with either. I'm also going to check the Movers... though from what i understood movers as (I've edited them for weapons before), they seemed more... projectile focused.
Edit: yeah it's definitely not the Movers. In my case, since I was comparing 2 air units? The banshee mover and the phoenix mover is exactly the same.
@Shouchen: Go
Alright just did more trail and error. Found out another variable. I've already stumbled on the wierd Actor "Parent" field difference. now, the Models? Another problem too.
Under the Unit Actor, under it's Art Tab? Switch the Unit Model and the Unit Model only to Phoenix. I garuntee it'll work . . . I did only ONE edit the Original Phoenix, switch it's Model to the Banshee, and... tada'... It stops rotating.
I switched my banshee to use a Phoenix model however? Tada'... again, a wtf moment. It rotates, fly by, looking at targets and shooting missiles. The only difference was the Model. . .
I looked at the models in the Data Editor and they don't have anything different between the 2 aside from a few animation blend time differences. My idea now leads into the animations. The Banshee has a Start Movement, Stop Movement, and Weapons Fire animation. The Phoenix I do not think does. Can anyone tell me where to turn those Animations off at? I looked under Unit Actor/Event where it has all those Event Animation triggers, but nothing seemed to say anything about specific animations aside from helpers, selection, taunts, death and build. This is getting stupidly frustrating.
@Pimpmunkeh: Go
Just did the same and I made the diffrenze between the "Melee" Map choice and the Set of the Campain. In the Melee Maps the Phoenix can do this freaking firing back and looking stuff. In the Campain he dont. The Problem is, they are using the same Modell and I was really pissed off becouse in the Melee Mode I tryed to give the Phoenix another flying modell and well, he dident made this "turn around" anymore. So I thought, easy - it must be the Modell !
But how can it be that the Campain Model is the same as the Melee Modell and its dont freaking work ?! My Conclusion was that there must be a Actor or Behaviour that is linked to the Modell (in what way so ever) that tell the Modell to rotate. This would explain why other Modells dont work and what is missing in the Campaign Phoenix.
But as I already said, its my first time doing mapping stuff but this editor seems absolutly confusing.
Thanks so far,Pimpmunkeh :) I stay on it
Ive dont a lot of changing in the "Event+" things and I tried to copie or just to change but I really really dont get it how to do this. Even tried to rebuild the Phoenix from the Melee Map to the Campaign Map with any Actor and stuff, but wont work.
Iam more and more pissed from the Editor. Its not convenient at all and I cant rebuild an ability from a Unit that is exsisting in easy steps like it should be in this f*ck*ng Data Editor. This is stranger then "Haskell" and "Cplusplus" together.
@Shouchen: Go
This should be easily achievable, as everything they've done for the game aside from source code, was done using the editor.
I remember when i was in Beta and the patch came out that had phoenix's able to move while firing. They used the editor somewhere to turn something on to get it to work. Unfortunately, this editor is so un-user friendly and bewildering that it becomes more than a chore to figure out ONE thing if you're a beginner. I'm starting to miss World Edit already.
Before I went to sleep, I thought of an idea that should work, but it'd be a pain in the ass. For Air units, it'll be easier. On the unit actor, set it's model is nothing, or something extremely low Poly, like the cube. Under the model selection, select it's scale to be so tiny that you can't see it. Then, go and make a new turret to actually ATTACH to the center of the Unit Model. (I've never done this, refer to the Uberlisk Tutorial I suppose to learn how to attach turrets using the Data Editor only) You can make a turret behave like the phoenix pretty easily. The Tank Turret is a good example. It straightens out while on the move, and aims when a target is sited.
With that said, you're basically replacing the Actor Model with the Turret's Model to achieve the animations we want.
@Pimpmunkeh: Go
Hey thanks, I will try this even it sounds a bit complicated to me. ;)
After your idea I will turn to other things and will try to go on in my Map, if I ever find a easier or "perfekt" solution I will let you know in a PM or write a tutorial, nobody deserves to be this pissed on like me .
See you Mr. Pimpmunkeh
@Shouchen: Go
Thats awesome. Here in the future, I will try the Turret idea myself for the Banshee. For now though, I'm stuck on simply creating a new weapon. Everything works but the damage... that and it shoots at the target ground. Ugh, this editor is frustrating as hell...
so there really is no other way? there has to be, since the phoenix doesnt use a turret.
i looked at the phoenix in the editor but i cant see how it always faces in the direction its firing - any ideas?
edit: actually the phoenix does use a turret, but only in melee, not when you have your map dependent on campaign
i tried to copy that turret and actor for my marine but still no go
@summerloud: Go
Might be a late reply, but to new people viewing this, the solution is to go to the weapon the unit (this case: viking) is using and under options, uncheck "Only fire while attacking", allowing the unit to attack even when issued and order such as move, and preferably also to uncheck "Only fire at attack target" but still make sure that "allowed movement" is set to "moving" and for unit facing, arc shouldn't be 360.
Ok, I just spent an hour trying this out for myself, I can't get any non-phoenix model to face the attacker either.
Unit - Viking Fighter
Weapon - Lanzer Torpedoes
Will fire at any nearby targets while moving, however the model will not face the targets.
Simply changing nothing but the "Art - Model" field of the "Unit Actor - Viking Fighter" to the Phoenix model will make it face the target while attacking.
I am perplexed.
@scmapcritic: Go
Anyone have any insights?
@scmapcritic: Go Is the arc of the weapon 360? if it is the reason is obvious, if it isnt, then it might have something to do with the model. try taking an ordinary phoenix, and changing model file of the model in the actor to viking.