Can I attach attachment to unit and then another attachment to that attachment of that attachment and make it shoot ? :D
Or maybe with help of actors ?
Dunno, I think it should be possible, or close to possible from that what we seen on blizzcon as preview of editor. With that zerg unit attaching with tentacles.
What I am trying to do, is lets say, adding arm to unit, and adding weapon to that arm.
As far as I know it isn't possible using the Data Editor (might be though, but it's probably complicated) but there is a tutorial on how to do this using triggers
while this makes the different units attached onto each other destructible, I think you're able to bypass that by making them invulnerable/untargetable.
Also can attachment or actors be attached with offset ?
And can actors play same animation as unit when attached. Lets say walk animation. But synchronized. Coz when we tried it, walk animation started from different random frame for actor and for unit.
@tigerija: Go
Why not just follow the tutorial and try it yourself? I've tried it and it works as advertised, it can offset and yes they play all their regular animations. The deal breaker though is the slight lag and 'rubber banding' the attached units do because its a script that updates their position rather then being truly glued to their host. Its *really* too bad though because other then that this is perfect for all sorts of crazy contraptions I've been dreaming off.
Because I wont be using GE. I am just a model maker. I just am just trying to make myself sure if all systems I plan to implement are true. I wont be doing them. I am just checking.
I wont waste my time in GE since I wont be working on those systems.
I hope you guyz understand that. Its checkup thing.
So I can strip things that are impossible to do.
So, you are telling me here that if I place zealot as base unit, and I attach zealot actor on that zealot unit.
And I trigger walking animation for each. Animations wont play synchronized ?
Well its unfortunate you aren't willing to get your hands dirty with some modding to test your design ambitions but yah I don't think this sort of thing is actually available right now, not at least in the way you're looking to do it. Its been shown you can definitely attach actors to actors to your heart's content and that you can hack-attach units to other units but neither are good enough for what I think you and coincidentally I are looking for with our respective projects. However I am still very much a noob on the modding/mapping side of things so who knows mayby as time goes on someone with a better understanding of the engine can come up with a working version that is a hybrid of the two current methods of combining actors & units.
Myself I'm looking to replicate the concept of the 'mothership' from the homeworld series in terms of having a big master unit that can create modules upon itself, IE units that are attached to it physically and their abilities (like spawning fighers, workers or doing research) are linked through the mothership's own command card along with ideally each module actually has its own stats like hitpoints and docking capacity.
Can I attach attachment to unit and then another attachment to that attachment of that attachment and make it shoot ? :D
Or maybe with help of actors ?
Dunno, I think it should be possible, or close to possible from that what we seen on blizzcon as preview of editor. With that zerg unit attaching with tentacles.
What I am trying to do, is lets say, adding arm to unit, and adding weapon to that arm.
Bump.
As far as I know it isn't possible using the Data Editor (might be though, but it's probably complicated) but there is a tutorial on how to do this using triggers
http://forums.sc2mapster.com/development/tutorials/928-trigger-attaching-unit-to-each-other/#p10
while this makes the different units attached onto each other destructible, I think you're able to bypass that by making them invulnerable/untargetable.
So, can someone make and example of this ?
Also can attachment or actors be attached with offset ?
And can actors play same animation as unit when attached. Lets say walk animation. But synchronized. Coz when we tried it, walk animation started from different random frame for actor and for unit.
@tigerija: Go Why not just follow the tutorial and try it yourself? I've tried it and it works as advertised, it can offset and yes they play all their regular animations. The deal breaker though is the slight lag and 'rubber banding' the attached units do because its a script that updates their position rather then being truly glued to their host. Its *really* too bad though because other then that this is perfect for all sorts of crazy contraptions I've been dreaming off.
Because I wont be using GE. I am just a model maker. I just am just trying to make myself sure if all systems I plan to implement are true. I wont be doing them. I am just checking.
I wont waste my time in GE since I wont be working on those systems.
I hope you guyz understand that. Its checkup thing.
So I can strip things that are impossible to do.
So, you are telling me here that if I place zealot as base unit, and I attach zealot actor on that zealot unit.
And I trigger walking animation for each. Animations wont play synchronized ?
Ty for the replys btw.
Well its unfortunate you aren't willing to get your hands dirty with some modding to test your design ambitions but yah I don't think this sort of thing is actually available right now, not at least in the way you're looking to do it. Its been shown you can definitely attach actors to actors to your heart's content and that you can hack-attach units to other units but neither are good enough for what I think you and coincidentally I are looking for with our respective projects. However I am still very much a noob on the modding/mapping side of things so who knows mayby as time goes on someone with a better understanding of the engine can come up with a working version that is a hybrid of the two current methods of combining actors & units.
Myself I'm looking to replicate the concept of the 'mothership' from the homeworld series in terms of having a big master unit that can create modules upon itself, IE units that are attached to it physically and their abilities (like spawning fighers, workers or doing research) are linked through the mothership's own command card along with ideally each module actually has its own stats like hitpoints and docking capacity.