You need to use the Data Editor to rotate doodads sideways - from what I've heard you can't apply a rotation SiteOp directly to the doodad, you need to attach it to a blank doodad and rotate the attachment - granted, I've never tried myself; if I heard wrong it becomes a lot simpler (see Stragus' post and ignore my behemoth.)
Here's a rough tutorial based on old half-forgotten experience with unit model attachments (I'm modifying it slightly to fit a doodad instead of a unit - I haven't tested it yet for this specific purpose.)
You need to create 3 new actors:
A custom Doodad with no model
A Model/ModelAddition actor with the model you want the doodad to use
A Site Operation (Explicit Rotation) to specify the tilt of your doodad
Under your Model actor's Events+ add 3 terms:
ActorCreation.YourDoodadName - Create
ActorDestruction.YourDoodadName - Destroy
ActorCreation - PlayAnimation Attach Stand PlayForever
Then in the Model actor, under Hosting: Host Site Operations+ you need to add a SOpAttachOrigin to tell the game to attach the model to the origin of your doodad actor. Then add your custom rotation SiteOp to make it tilt.
It will take a bit of trial and error to get the rotation you want, and it's static (you can't make a doodad tip to automatically follow the curve of the ground), but as far as I know it's the best way currently available to rotate doodads sideways.
There are several tutorials on Model Attachments in the tutorials section of the forum if you need more information on specifics.
I've been trying for a year and the only result I've had is successfully rotating a doodad using triggers (send actor message). That's useless because the flip/tilt needs to be visible inside the terrain editor, unless you like retesting a map 20 times just to get one doodad positioned properly.
and it's static (you can't make a doodad tip to automatically follow the curve of the ground), but as far as I know it's the best way currently available to rotate doodads sideways.
If the base doodad has Tipability, does that affect the attached doodad as well?
And is it possible to change the size and color of the attached doodad?
Bankers are for how the unit moves, not for static tilting. Telthalion's method should work, though. The annoying part is testing to get the values just right. If I remember correctly, the SOp points the actor toward a 3d coordinate, rather than tilting a nunber of degrees along a specific axis. It's complicated moreover by figuring out which way the model faces.
Is there any way to tilt doodads sideways or in different angles?
@Buster89: Go
I believe so but not in the terrain editor. Has to be done in the data editor :/
Hopefully someone who knows more can weigh in.
Yes, you can use site operation to rotate actors any way you want.
Try creating a Site Operation actor of type Explicit Rotation configured as desired, add it to Host Site Operations of your doodad's actor.
You need to use the Data Editor to rotate doodads sideways - from what I've heard you can't apply a rotation SiteOp directly to the doodad, you need to attach it to a blank doodad and rotate the attachment - granted, I've never tried myself; if I heard wrong it becomes a lot simpler (see Stragus' post and ignore my behemoth.)
Here's a rough tutorial based on old half-forgotten experience with unit model attachments (I'm modifying it slightly to fit a doodad instead of a unit - I haven't tested it yet for this specific purpose.)
You need to create 3 new actors:
Under your Model actor's Events+ add 3 terms:
Then in the Model actor, under Hosting: Host Site Operations+ you need to add a SOpAttachOrigin to tell the game to attach the model to the origin of your doodad actor. Then add your custom rotation SiteOp to make it tilt.
It will take a bit of trial and error to get the rotation you want, and it's static (you can't make a doodad tip to automatically follow the curve of the ground), but as far as I know it's the best way currently available to rotate doodads sideways.
There are several tutorials on Model Attachments in the tutorials section of the forum if you need more information on specifics.
I've been trying for a year and the only result I've had is successfully rotating a doodad using triggers (send actor message). That's useless because the flip/tilt needs to be visible inside the terrain editor, unless you like retesting a map 20 times just to get one doodad positioned properly.
Prozaic says that Site Operations are hardcoded to ignore doodads.
@Tolkfan: Go
And yet Ivion managed to make it work...
@Tolkfan: Go
Ivion found a way to make Site Operations work with doodads...
I'll try to find what he said.
-Edit: Damn you Mozared, getting to that 8 seconds before me...
@Nebuli2: Go @Mozared: Go
He used the method I laid out in my post.
Doodad with no model + model attachment + rotation.
Awesome this was all helpful thanks guys! :)
If the base doodad has Tipability, does that affect the attached doodad as well?
And is it possible to change the size and color of the attached doodad?
@Buster89: Go
Buster were you successful in being able to tilt a doodad. Please let me know as my map absolutely requires it. Thanks
Tried the Banker SOp?
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:
Bankers are for how the unit moves, not for static tilting. Telthalion's method should work, though. The annoying part is testing to get the values just right. If I remember correctly, the SOp points the actor toward a 3d coordinate, rather than tilting a nunber of degrees along a specific axis. It's complicated moreover by figuring out which way the model faces.
Select a doodad -> Press enter -> Play with the tilt and angle values! :P
Those were added recently, this thread is 3 yrs old
Should've known, lol! Won't jump the gun ever again but the question tempted me to answer.