I've been playing around with the events to try and get this to work, the problem I'm running into is actually getting the death animation to play. The problem I'm running into is that the .m3 model for the object doesn't actually have an animation for death, so I'm not sure how to get it to play the 'death' animation. Right now when I kill the bunker the turret doesn't disappear because it's waiting for some nonexistent animation that I labeled death to complete.
Edit: If I change the sub requirement for the animation completion event to 'missing', rather than 'complete' or 'cleared', it kills the unit. I've been playing around with this for almost 2 hours now and I can't figure out how to get it to play the death animation either.
I figured out a work around... but it's not the greatest. I made a new actor model addition. And set the model to the death model of that said unit. Then i made the event UnitDeath.[unitname] create
It works... and then i did same thing for construction.. but it doesn't look smooth.
Well I have a problem. I attached my Hover Tank Turret (shrike turret model) to the Dominion train fast. The turret shows up but the rotation does not happen at all. Also the turret does not bob along with the trains idle movement.
One thing I don't understand is, we attach the turret to the turretZ of the host unit. What if the host unit doesnt have a turretz? If I attach to points like overhead or origin the same thing happens.
If I attach to "target" points then the local attachment gets all screwed up. I then have to use SOp Banker and SOpFlip to get the turret back in the place I want it. Once there the turret will bob along with the idle movement but completely wig out (it sits there and twitches on its axis) and still not rotate when it fires.
What the hell is an SOpBanker? You never explained that. You should do an attachment tut where you attach a single turret to a moving unit. Make it an intermediate one. The uberlisk tut is so too intimidating for the likes of me.
OMG. Your tutorials are awesome. How do you know so many actors and settings, you are so advanced in this. I spend a lot of time on the concept of basic things in the actor, a huge number of parameters and the number of actors kills brain. But perhaps this is due to the fact that I do not know at the appropriate level of English and for me, many words mean nothing :( . Keep it up.
Hi, I'd like to thank you for making this brilliant tutorial. It has worked perfectly for me, and I was just wondering how I would go about making the turret do splash damage, like a siege tank?
Yeah I feel ya man. I think the main problem is. We need to know, what dependencies are used when creating the map to start. I've learned the hard way not with this tutorial, but another one elsewhere. But I agree, some explanation would be nice about what you are changing and why. But Not all of it, because there are other tutorials with that information in them that you should learn first before doing something advanced like this. I tend to follow along like I'm given that "fish" and understand what I can. But rather then having someone teach me to "fish" I explore the things I do not understand and fish them out essentially teaching my self the things I do not understand. The Information is all over this site, youtube, as well as other sites. Somethings are just hard to come by though so for those I do agree some explanation would be wonderful.
Still, another great tutorial, maybe there should be one that's a entry level with a very basic site ops, then bust out the big guns like this one, so people do have a better understanding of whats changing and why. Kind of like your beams tutorials, One very basic lots of notation, then the advanced one where you don't explain all the tiny things. But I love ProzaicMuze tutorials, they are straight to the point, if you need help hes always here to answer your questions the best he can, odds are people already asked your question and the answer is down in the replies. And there is many resources out there to help better understand what you are doing
I've updated the tutorial to hopefully be more user friendly.
@Mienk - You can certain use the Site Operations I created on an actual attachment, but you need to make sure Local is enabled (if it isn't already) on Explicit Rotation SOps and that you're attaching to a point that animates with the unit. For example, if you open your model in the previewer and press A, you'll notice that not all of the triangles are moving with the unit. This means it's not ideal for attachments that you need to move with the unit. Find one that moves in the way that you want (it doesn't matter what part of the body given that you can offset it) and use that as your anchor for your SOps.
@SaucySC (And Mienk) - In order for your attachments to blow up and die when the host does, you have to either add events to include the desired animations or create splats when the unit dies. For example, if you wanted your building to play it's death animation when the host dies, you'd change change the events from
UnitDeath.[HOST] > Destroy
to
UnitDeath.[HOST] > Animation Play (Configure for your Death animation)
Animation Done (Death) > Destroy
Now instead of blowing up it animates and THEN blows up. You would use similar events based upon what you were trying to accomplish. If the unit doesn't have a death animation, you'd find the splat it uses and have the attachment create that splat via the Create Event.
You can use this tutorial for Turrets as a reference. I include steps for making the attached turrets explode instead of just disappearing. I may update the test map and tutorial at a later point to show how do to so here as well.
@Redfox777 - SOpBanker was one of the actors already included on the Wraith. I did not add this myself. I didn't cover it because it controls a units movement when turning. If you look closely, the Wraith will tilt slightly as it turns. This is banking hence the name Banker.
Your turret probably isn't bobbing with the train while idle because of the attachment point you used. While annoying, sometimes when switching between animations (your trains movement vs it's standing) an attachment point will go from moving with the model to floating in space while the model continues to move.
It's important to note that it's not the host that needs the TurretZ attachment point. It's the model you want to make into a turret that needs this so that it can rotate. So you can attach a unit wherever you want, but not every model can be made into a turret given that only certain models have these turret bones.
@KorvinGump - With lots of practice. Most folks will find new fields they don't know and leave them alone because they are unsure what will happen if they change them. I will purpose mess with all of the fields I can find until I figure out what they do while noting what bad things may happen. This trial and error is the fastest way to learn what fields mix well with others.
@GePanda - The turret isn't responsible for splash damage, the Effect - Damage is. You would add an area to the Effect - Area+ field OR add an Effect - Search in front of the damage and have it search for targets in an area and apply your damage effect to those targets.
Is it possible to make the attachment bob up and down...?
If you want to know what I mean, I've attached this to the L2 Speedwheeler unit from the campaign. However the units model moves up and down naturally and the turret kind of fades through it, and doesn't look attached by any means.
Either that or make the unit not move up and down, I'm happy with either, but does anyone mind explaining to me? :) thanks
It sounds like you attached the turret to a point that doesn't move with the animation of the unit (the bobbing). You can probably fix this by opening the model in the previewer and pressing A. Then find one of the triangles that bobs up and down during the animation and attach the turret to this point (offset it if needed).
hi im a wee bit of a noob when it comes to the data editor and at the point where it says delete behaviors/ abilitys: how do you do that? theres no delete/cut/ remove button or left click? how do you do it?? do you duplicate everythig and delete what you do???
Got a little problem, everything works great, but my turret is inside my bunker.(it should be on top of the bunker) So i guess there is someting wrong with the offset of the turret.
I checked the offset numbers but they are ok. Does anyone know what i forgot?
Can someone post a link to the map for this tutorial? Im having trouble doing a few of the parts in this tutorial and the map link seems to be broken O.o
I've been using Site operations to attach a baseball bat to a zealot, trying to place it so it lines up well with his blade(or even better overlaps it) but I can't seem to get the rotations right. Can anyone explain how the forward and up vectors work? or even just give me the xyz using any combination of site operations? I've tried offset and rotation(with hold position set to true, although the constantly rotating bat gave me ideas lol)
Hi I'm trying to make a turret for a bunker that has flamethrower effect http://forums.sc2mapster.com/development/data/16749-custom-bunker-turret
So I was directed here and I finally tried out the tutorial. Only I have the problem that the beam doesnt come from the turret, but the bunker. I've checked all the actors setting etc twice now, but I must be overlooking an error. Maybe somone can point me in the right direction? Everything else works fine, it's just the beam is animated from too low a point and I can't figure it out. Great job on the tutorial btw. =)
edit:
I found that I can't set the index to 3, it keeps setting it to 0 for: Create a new Actor named SOpAttachDamage03 with Actor Type: Site Operation (Attachment)
•set Attachment Query +: Direct > Damage [Index 3]
edit: [solved]
I had: •set Launch Site: Beam Example Site (Actor) set to Beam Example
Still cant see the marine shield, but that's not important for what I want to accomplish. =)
What happens if the object you're trying to attach to has no attachment points. For example, doodads has no attachment points. Would it still possible to use this method to attach with some tweaking? Cause what happens for me is that the object that is attaching to the doodad is just appearing at the origin of that doodad. The local offsets are not applying.
i found a flag and wanted to stck it to a marauder's back. the flag sticks to the "Target 01" attachment point and follows around etc, but for some reason I cant adjust it's offset. no matter what i put in the local offset sop it refuses to move.. any ideas?
Never realized that the order of site operations matters. You need to put the attach operation first in the list,
and then apply any adjustments. Additionally, offsetting by 10 for such a small unit is too much.
Never realized that the order of site operations matters. You need to put the attach operation first in the list, and then apply any adjustments. Additionally, offsetting by 10 for such a small unit is too much.
you are a star!
Yeh, i figured 10 was excessive, but i thought id be extreme to make sure i wasn't going crazy. lol
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@SaucySC: Go
I've been playing around with the events to try and get this to work, the problem I'm running into is actually getting the death animation to play. The problem I'm running into is that the .m3 model for the object doesn't actually have an animation for death, so I'm not sure how to get it to play the 'death' animation. Right now when I kill the bunker the turret doesn't disappear because it's waiting for some nonexistent animation that I labeled death to complete.
Edit: If I change the sub requirement for the animation completion event to 'missing', rather than 'complete' or 'cleared', it kills the unit. I've been playing around with this for almost 2 hours now and I can't figure out how to get it to play the death animation either.
@Mienk: Go
I figured out a work around... but it's not the greatest. I made a new actor model addition. And set the model to the death model of that said unit. Then i made the event UnitDeath.[unitname] create
It works... and then i did same thing for construction.. but it doesn't look smooth.
haven't figured out how to do it for placement.
Well I have a problem. I attached my Hover Tank Turret (shrike turret model) to the Dominion train fast. The turret shows up but the rotation does not happen at all. Also the turret does not bob along with the trains idle movement.
One thing I don't understand is, we attach the turret to the turretZ of the host unit. What if the host unit doesnt have a turretz? If I attach to points like overhead or origin the same thing happens.
If I attach to "target" points then the local attachment gets all screwed up. I then have to use SOp Banker and SOpFlip to get the turret back in the place I want it. Once there the turret will bob along with the idle movement but completely wig out (it sits there and twitches on its axis) and still not rotate when it fires.
What the hell is an SOpBanker? You never explained that. You should do an attachment tut where you attach a single turret to a moving unit. Make it an intermediate one. The uberlisk tut is so too intimidating for the likes of me.
@ProzaicMuze: Go
OMG. Your tutorials are awesome. How do you know so many actors and settings, you are so advanced in this. I spend a lot of time on the concept of basic things in the actor, a huge number of parameters and the number of actors kills brain. But perhaps this is due to the fact that I do not know at the appropriate level of English and for me, many words mean nothing :( . Keep it up.
http://www.youtube.com/user/RussianMapster
Hi, I'd like to thank you for making this brilliant tutorial. It has worked perfectly for me, and I was just wondering how I would go about making the turret do splash damage, like a siege tank?
@38dedo: Go
Yeah I feel ya man. I think the main problem is. We need to know, what dependencies are used when creating the map to start. I've learned the hard way not with this tutorial, but another one elsewhere. But I agree, some explanation would be nice about what you are changing and why. But Not all of it, because there are other tutorials with that information in them that you should learn first before doing something advanced like this. I tend to follow along like I'm given that "fish" and understand what I can. But rather then having someone teach me to "fish" I explore the things I do not understand and fish them out essentially teaching my self the things I do not understand. The Information is all over this site, youtube, as well as other sites. Somethings are just hard to come by though so for those I do agree some explanation would be wonderful.
Still, another great tutorial, maybe there should be one that's a entry level with a very basic site ops, then bust out the big guns like this one, so people do have a better understanding of whats changing and why. Kind of like your beams tutorials, One very basic lots of notation, then the advanced one where you don't explain all the tiny things. But I love ProzaicMuze tutorials, they are straight to the point, if you need help hes always here to answer your questions the best he can, odds are people already asked your question and the answer is down in the replies. And there is many resources out there to help better understand what you are doing
cheers
I've updated the tutorial to hopefully be more user friendly.
@Mienk - You can certain use the Site Operations I created on an actual attachment, but you need to make sure Local is enabled (if it isn't already) on Explicit Rotation SOps and that you're attaching to a point that animates with the unit. For example, if you open your model in the previewer and press A, you'll notice that not all of the triangles are moving with the unit. This means it's not ideal for attachments that you need to move with the unit. Find one that moves in the way that you want (it doesn't matter what part of the body given that you can offset it) and use that as your anchor for your SOps.
@SaucySC (And Mienk) - In order for your attachments to blow up and die when the host does, you have to either add events to include the desired animations or create splats when the unit dies. For example, if you wanted your building to play it's death animation when the host dies, you'd change change the events from
to
Now instead of blowing up it animates and THEN blows up. You would use similar events based upon what you were trying to accomplish. If the unit doesn't have a death animation, you'd find the splat it uses and have the attachment create that splat via the Create Event.
You can use this tutorial for Turrets as a reference. I include steps for making the attached turrets explode instead of just disappearing. I may update the test map and tutorial at a later point to show how do to so here as well.
@Redfox777 - SOpBanker was one of the actors already included on the Wraith. I did not add this myself. I didn't cover it because it controls a units movement when turning. If you look closely, the Wraith will tilt slightly as it turns. This is banking hence the name Banker.
Your turret probably isn't bobbing with the train while idle because of the attachment point you used. While annoying, sometimes when switching between animations (your trains movement vs it's standing) an attachment point will go from moving with the model to floating in space while the model continues to move.
It's important to note that it's not the host that needs the TurretZ attachment point. It's the model you want to make into a turret that needs this so that it can rotate. So you can attach a unit wherever you want, but not every model can be made into a turret given that only certain models have these turret bones.
@KorvinGump - With lots of practice. Most folks will find new fields they don't know and leave them alone because they are unsure what will happen if they change them. I will purpose mess with all of the fields I can find until I figure out what they do while noting what bad things may happen. This trial and error is the fastest way to learn what fields mix well with others.
@GePanda - The turret isn't responsible for splash damage, the Effect - Damage is. You would add an area to the Effect - Area+ field OR add an Effect - Search in front of the damage and have it search for targets in an area and apply your damage effect to those targets.
Is it possible to make the attachment bob up and down...?
If you want to know what I mean, I've attached this to the L2 Speedwheeler unit from the campaign. However the units model moves up and down naturally and the turret kind of fades through it, and doesn't look attached by any means.
Either that or make the unit not move up and down, I'm happy with either, but does anyone mind explaining to me? :) thanks
It sounds like you attached the turret to a point that doesn't move with the animation of the unit (the bobbing). You can probably fix this by opening the model in the previewer and pressing A. Then find one of the triangles that bobs up and down during the animation and attach the turret to this point (offset it if needed).
hi im a wee bit of a noob when it comes to the data editor and at the point where it says delete behaviors/ abilitys: how do you do that? theres no delete/cut/ remove button or left click? how do you do it?? do you duplicate everythig and delete what you do???
thankyou
-fuzz
p.s. how do you select host: attachment bunker???
Got a little problem, everything works great, but my turret is inside my bunker.(it should be on top of the bunker) So i guess there is someting wrong with the offset of the turret. I checked the offset numbers but they are ok. Does anyone know what i forgot?
Great tutorial tho.
Can someone post a link to the map for this tutorial? Im having trouble doing a few of the parts in this tutorial and the map link seems to be broken O.o
@DvDisk: Go
I've been using Site operations to attach a baseball bat to a zealot, trying to place it so it lines up well with his blade(or even better overlaps it) but I can't seem to get the rotations right. Can anyone explain how the forward and up vectors work? or even just give me the xyz using any combination of site operations? I've tried offset and rotation(with hold position set to true, although the constantly rotating bat gave me ideas lol)
Hi I'm trying to make a turret for a bunker that has flamethrower effect http://forums.sc2mapster.com/development/data/16749-custom-bunker-turret
So I was directed here and I finally tried out the tutorial. Only I have the problem that the beam doesnt come from the turret, but the bunker. I've checked all the actors setting etc twice now, but I must be overlooking an error. Maybe somone can point me in the right direction? Everything else works fine, it's just the beam is animated from too low a point and I can't figure it out. Great job on the tutorial btw. =)
edit:
I found that I can't set the index to 3, it keeps setting it to 0 for:
Create a new Actor named SOpAttachDamage03 with Actor Type: Site Operation (Attachment)
•set Attachment Query +: Direct > Damage [Index 3]
edit: [solved]
I had: •set Launch Site: Beam Example Site (Actor) set to Beam Example
Still cant see the marine shield, but that's not important for what I want to accomplish. =)
What happens if the object you're trying to attach to has no attachment points. For example, doodads has no attachment points. Would it still possible to use this method to attach with some tweaking? Cause what happens for me is that the object that is attaching to the doodad is just appearing at the origin of that doodad. The local offsets are not applying.
Does the "SOpFlip" work on doodads?
Excellent tutorial. I drew a picture for it.
Hope this helps someone else.
i found a flag and wanted to stck it to a marauder's back. the flag sticks to the "Target 01" attachment point and follows around etc, but for some reason I cant adjust it's offset. no matter what i put in the local offset sop it refuses to move.. any ideas?
@aFlyingchicken: Go
Never realized that the order of site operations matters. You need to put the attach operation first in the list, and then apply any adjustments. Additionally, offsetting by 10 for such a small unit is too much.
you are a star!
Yeh, i figured 10 was excessive, but i thought id be extreme to make sure i wasn't going crazy. lol