SOp stands for Site Operation. Actors have a field called Hosting: Host Site Operations - Operations, this is where you put SOps. They are all Actors.
To make a whirlwind unit you will need to make the actual Unit type actor use a models called Invisible. You then attach a Model type actor onto it using the visual you want for the unit. Copy all actor events from the Unit actor into the Model actor, this will make it respond just like an ordinary unit visually.
Attach two Model type actors that use a marine as a model. Have the first attached to the Unit actor at an offset of 1,1,0 and rotated so the head points towards the front of your unit. The second one is then attached to the overhead attachment point of the first and turned so the head points across the front of your unit. When the marines are scales to 2 using a Set Scale event action it will form a half square around the unit. Use actor events to set the marines to 0 opacity.
Make a SOp (Forward Vector) SOp and get it to face the overhead attachment point of the second marine model. Give the SOp to the Model type actor you are using for your unit visual. This will cause the visual for your unit to face the overhead of the second marine and follow it as both marine models scale. Use a system of actor event based timers on the unit visual model to order the marines to alter their scales as you want causing the visual model to spin.
The rest is just getting the visual model to play the right animation as it spins and to get the spinning to start and stop with your ability.
The Zeratul model has an animation called Spell A where he spins by himself without the need for SOps. The Zealot lacks any such animation so you need the SOp (Forward Vector) method.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
@abvdzh: Go
I must agree your method is better for a uniform rotation but mine has the advantage of dynamic flexibility.
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
SOp stands for Site Operation. Actors have a field called Hosting: Host Site Operations - Operations, this is where you put SOps. They are all Actors.
To make a whirlwind unit you will need to make the actual Unit type actor use a models called Invisible. You then attach a Model type actor onto it using the visual you want for the unit. Copy all actor events from the Unit actor into the Model actor, this will make it respond just like an ordinary unit visually.
Attach two Model type actors that use a marine as a model. Have the first attached to the Unit actor at an offset of 1,1,0 and rotated so the head points towards the front of your unit. The second one is then attached to the overhead attachment point of the first and turned so the head points across the front of your unit. When the marines are scales to 2 using a Set Scale event action it will form a half square around the unit. Use actor events to set the marines to 0 opacity.
Make a SOp (Forward Vector) SOp and get it to face the overhead attachment point of the second marine model. Give the SOp to the Model type actor you are using for your unit visual. This will cause the visual for your unit to face the overhead of the second marine and follow it as both marine models scale. Use a system of actor event based timers on the unit visual model to order the marines to alter their scales as you want causing the visual model to spin.
The rest is just getting the visual model to play the right animation as it spins and to get the spinning to start and stop with your ability.
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
The Zeratul model has an animation called Spell A where he spins by himself without the need for SOps. The Zealot lacks any such animation so you need the SOp (Forward Vector) method.
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