As we all know, there is a similar thread already, but it use trigger, and that way have a disadvantage point is it make the unit look unreal.
And beside, this way is very very simple, and can make the attach model act same as host (run when host run, attack when host attack...)
First, as the name, we need a tank and a driver. I choose the marauder and the tank ofcourse.
Go to actor, u need to make a new model-actor type actor, or simply, just duplicate some, I'll use feedback one.
Duplicate feedbach launch (or impact), model as well~>rename.
Now choose your driver: model~>assets~>unit~>marauder,OK.
Now, we need to look at your tank a little:
As u can see, we can use lots of attachment point. The "Head" point make driver stand on the tank, the "overhead" make it float above while "center" or "origin" make it inside the tank. For now i choose "Head" point (u should remember the underline words to the right).
Now go back to the actor, go to field "Host Site Operation +"~>D-click~>Type "SOpAttachHead" into "Operation" (Now u know what the underline words mean)~>OK.
Almost done, go to event~>replace the feedback event(if u duplicate) with the event as in the image (delete at caster)
Then at the top event, edit the action as image too.
Now go to terrain and pick your tank to see what happen.
*NOTE: especially, if u want your driver attack when your tank attack (animation only), go to event, creat a new one as image.
__________
Below are my created map with above tank driver and a archon with a "sensor sword"
How would you say.. combine two buildings together..? Much like the orbital command and the command center. I'm trying to make it so you can upgrade a building and it will play certain animations from both buildings when upgrading into such building. I'd also like to know how to just combine buildings.
Juts like the same. You choose the command center instead tank, orbital instead marauder. If you want it play some animation when morph to this building, make new event: unit birth> animation branket start: ...(choose some suitable action) for the addon. And Morph start>animation branket start... for the main.
Juts like the same. You choose the command center instead tank, orbital instead marauder. If you want it play some animation when morph to this building, make new event: unit birth> animation branket start: ...(choose some suitable action) for the addon. And Morph start>animation branket start... for the main.
I will try to make one and post it later.
That would be great if you could post something like that.. because i've been trying to for past half an hour with no luck.. will keep trying though.
Ahhh. Took me awhile of screwing around, but I got this now :) So technically, I can use this to add spine crawlers to an ultralisk? But the spine crawlers wouldn't do damage correct?
i got it working thanks ! But got a small problem, the model i attached is rotated the wrong way, how can i set the start rotation so it attaches correctly but still follows the rotation of the unit ?
you forgot a tiny detail and is the following:
- If you choose to create a new model actor from scratch, not using the feeedback one, you must, before setting Host Site Operations+ set Host+ to "_Selectable" (you must type in manually)
if you don't set this, the model actor you chose won't be attached to anything cause it has no host, once you stated that "on Unit Birth- Siege Tank, create actor" then the system automatically "selects" the host for you, if you stated that the host is selectable.
As we all know, there is a similar thread already, but it use trigger, and that way have a disadvantage point is it make the unit look unreal. And beside, this way is very very simple, and can make the attach model act same as host (run when host run, attack when host attack...)
First, as the name, we need a tank and a driver. I choose the marauder and the tank ofcourse. Go to actor, u need to make a new model-actor type actor, or simply, just duplicate some, I'll use feedback one.
Duplicate feedbach launch (or impact), model as well~>rename.
Now choose your driver: model~>assets~>unit~>marauder,OK.
Now, we need to look at your tank a little:
As u can see, we can use lots of attachment point. The "Head" point make driver stand on the tank, the "overhead" make it float above while "center" or "origin" make it inside the tank. For now i choose "Head" point (u should remember the underline words to the right).
Now go back to the actor, go to field "Host Site Operation +"~>D-click~>Type "SOpAttachHead" into "Operation" (Now u know what the underline words mean)~>OK.
Almost done, go to event~>replace the feedback event(if u duplicate) with the event as in the image (delete at caster)
Then at the top event, edit the action as image too.
Now go to terrain and pick your tank to see what happen.
*NOTE: especially, if u want your driver attack when your tank attack (animation only), go to event, creat a new one as image.
__________
Below are my created map with above tank driver and a archon with a "sensor sword"
How would you say.. combine two buildings together..? Much like the orbital command and the command center. I'm trying to make it so you can upgrade a building and it will play certain animations from both buildings when upgrading into such building. I'd also like to know how to just combine buildings.
Juts like the same. You choose the command center instead tank, orbital instead marauder. If you want it play some animation when morph to this building, make new event: unit birth> animation branket start: ...(choose some suitable action) for the addon. And Morph start>animation branket start... for the main.
I will try to make one and post it later.
@MrZ3r0: Go
This is cool, good post for animators/etc.
That would be great if you could post something like that.. because i've been trying to for past half an hour with no luck.. will keep trying though.
Ahhh. Took me awhile of screwing around, but I got this now :) So technically, I can use this to add spine crawlers to an ultralisk? But the spine crawlers wouldn't do damage correct?
This is very useful for a variety of things, notably connecting a planetary fortress to a tank. :D
i got it working thanks ! But got a small problem, the model i attached is rotated the wrong way, how can i set the start rotation so it attaches correctly but still follows the rotation of the unit ?
Sorry to bump this thread...
you forgot a tiny detail and is the following: - If you choose to create a new model actor from scratch, not using the feeedback one, you must, before setting Host Site Operations+ set Host+ to "_Selectable" (you must type in manually) if you don't set this, the model actor you chose won't be attached to anything cause it has no host, once you stated that "on Unit Birth- Siege Tank, create actor" then the system automatically "selects" the host for you, if you stated that the host is selectable.
overall, gj
hey um could some1 re-up the images? or maybe just the map would like to try this out :) thanks if you manage to haha