Simply changing the "Art - Model" attribute of the Phoenix actor from Phoenix to Viking Fighter causes the unit to no longer face the direction it is firing.
Result of changing Phoenix "Model" data object's "Model" attribute
Changed the Actor's "Art-Model" back to Phoenix.
Modified the Phoenix "Model" (data object of type Model) by setting the "Model" attribute to
If what you say is true the only workaround I can think of is making a tiny phoenix, and attaching a larger scaled viking to its "center" point, so the phoenix will move and turn, but viking will look like its doing it.
At looking at this thread I have an answer for you.
You cannot have the Viking model, by itself Rotate to face its target.
The reason for this is because the Viking model does not have a TurretZ attach point, that is linked to the entire model, like the Phoenix Model has.
You can however fake this functionality.
Step 1, make your Viking model actually a Phoenix, a really tiny one
Step 2, make a model attachment of a viking, and place it ontop of the Tiny viking, and make sure its the size you want it to be. A good attach point would be Weapon 5.
Step 3, make sure all your attacks work of your vikings attach points, not the tiny Phoenix.
There are other models you can use, like the Pylon, a Siege tank, anything with a Turret. But the steps will be similar.
I've been toying around with this in the editor, attempting to utilize a tiny phoenix model with "real" actor attached as a turret.
I've had middling success after one evening, where I have a marine that will face his target, but does not perform his "walk" animation at all.
I think I have a lot of work to go, it seems like a huge workaround. The way I see it, you have to effectively forward all of the events of the phoenix-model actor to the "real" actor you are trying to use, and probably use some site operations and such to get the weapon attachment points where they need to be, etc.
What would likely be even better is to edit the actual .m3 files and add the TurretZ attachment.
@38dedo: Go
The arc was set to only 5 degrees.
Good idea swapping the phoenix model though.
Result of changing Phoenix Actor's "Art - Model"
Simply changing the "Art - Model" attribute of the Phoenix actor from Phoenix to Viking Fighter causes the unit to no longer face the direction it is firing.
Result of changing Phoenix "Model" data object's "Model" attribute
Changed the Actor's "Art-Model" back to Phoenix. Modified the Phoenix "Model" (data object of type Model) by setting the "Model" attribute to
Once again causes the Phoenix unit to not face its target while firing.
Which only validates what the guy above was saying, that it is likely some sort of weird model (.m3 file) specific thing...
@scmapcritic: Go
If what you say is true the only workaround I can think of is making a tiny phoenix, and attaching a larger scaled viking to its "center" point, so the phoenix will move and turn, but viking will look like its doing it.
@38dedo: Go
in the weapon just do allow movement its there somewhere i just dont know where
@aczchef: Go
have you read the thread?
At looking at this thread I have an answer for you.
You cannot have the Viking model, by itself Rotate to face its target.
The reason for this is because the Viking model does not have a TurretZ attach point, that is linked to the entire model, like the Phoenix Model has.
You can however fake this functionality.
Step 1, make your Viking model actually a Phoenix, a really tiny one
Step 2, make a model attachment of a viking, and place it ontop of the Tiny viking, and make sure its the size you want it to be. A good attach point would be Weapon 5.
Step 3, make sure all your attacks work of your vikings attach points, not the tiny Phoenix.
There are other models you can use, like the Pylon, a Siege tank, anything with a Turret. But the steps will be similar.
@Lilianna: Go
Thanks, not sure if you are also the one that commented on the b.net forums in response, but thank you if so.
I've been toying around with this in the editor, attempting to utilize a tiny phoenix model with "real" actor attached as a turret.
I've had middling success after one evening, where I have a marine that will face his target, but does not perform his "walk" animation at all.
I think I have a lot of work to go, it seems like a huge workaround. The way I see it, you have to effectively forward all of the events of the phoenix-model actor to the "real" actor you are trying to use, and probably use some site operations and such to get the weapon attachment points where they need to be, etc.
What would likely be even better is to edit the actual .m3 files and add the TurretZ attachment.
edit: I put out a request to the Artist Tavern: http://forums.sc2mapster.com/development/artist-tavern/requests/17700-challenge-phoenixes-face-target-while-attacking-due/ Post support in that thread and maybe someone will help us out!