Thats awesome. Here in the future, I will try the Turret idea myself for the Banshee. For now though, I'm stuck on simply creating a new weapon. Everything works but the damage... that and it shoots at the target ground. Ugh, this editor is frustrating as hell...
This should be easily achievable, as everything they've done for the game aside from source code, was done using the editor.
I remember when i was in Beta and the patch came out that had phoenix's able to move while firing. They used the editor somewhere to turn something on to get it to work. Unfortunately, this editor is so un-user friendly and bewildering that it becomes more than a chore to figure out ONE thing if you're a beginner. I'm starting to miss World Edit already.
Before I went to sleep, I thought of an idea that should work, but it'd be a pain in the ass. For Air units, it'll be easier. On the unit actor, set it's model is nothing, or something extremely low Poly, like the cube. Under the model selection, select it's scale to be so tiny that you can't see it.
Then, go and make a new turret to actually ATTACH to the center of the Unit Model. (I've never done this, refer to the Uberlisk Tutorial I suppose to learn how to attach turrets using the Data Editor only)
You can make a turret behave like the phoenix pretty easily. The Tank Turret is a good example. It straightens out while on the move, and aims when a target is sited.
With that said, you're basically replacing the Actor Model with the Turret's Model to achieve the animations we want.
Alright just did more trail and error.
Found out another variable. I've already stumbled on the wierd Actor "Parent" field difference. now, the Models? Another problem too.
Under the Unit Actor, under it's Art Tab? Switch the Unit Model and the Unit Model only to Phoenix. I garuntee it'll work . . .
I did only ONE edit the Original Phoenix, switch it's Model to the Banshee, and... tada'... It stops rotating.
I switched my banshee to use a Phoenix model however? Tada'... again, a wtf moment. It rotates, fly by, looking at targets and shooting missiles. The only difference was the Model. . .
I looked at the models in the Data Editor and they don't have anything different between the 2 aside from a few animation blend time differences.
My idea now leads into the animations. The Banshee has a Start Movement, Stop Movement, and Weapons Fire animation. The Phoenix I do not think does. Can anyone tell me where to turn those Animations off at?
I looked under Unit Actor/Event where it has all those Event Animation triggers, but nothing seemed to say anything about specific animations aside from helpers, selection, taunts, death and build. This is getting stupidly frustrating.
Are you suggesting that the Mover on the unit itself might be the source? Hm, i'll look into that.
Another thing I noted was with the unit actors. Under the Unit Actors, the Viking ( and in my case, the Banshee) check their properties (double click the actor in the population list). The Viking and the Banshee say that their parent is "Generic Unit Base" under the "Based On" field. The Phoenix on the other hand says "Phoenix". I did a little fiddling and found that even if I just changed the field back and forth from "Generic Unit Base" to "Generic Unit Standard" and back again? All of the sudden it says the Parent Based On is now the unit's name; and like the Phoenix, becomes grayed out.
Since the Phoenix's field is already grayed out, I can't ever see what option it was set up under. And I'm sorry, the trail and error and testing every one at time? Got real old. Might I be correct in assuming that there is something totally different here in the actors that we're missing? It's the only difference i've found out. As I mentioned before, I switched the turrets on the phoenix to use the one I created from scratch and the phoenix still worked perfectly, but the banshee never worked with either.
I'm also going to check the Movers... though from what i understood movers as (I've edited them for weapons before), they seemed more... projectile focused.
Edit: yeah it's definitely not the Movers. In my case, since I was comparing 2 air units? The banshee mover and the phoenix mover is exactly the same.
I want the unit to face it though. my firing arc is purposely only 5 so the model is forced to face the target when it fires, and it's not.
The Turret is rotating the weapon, but NOT the model. That is our problem. The Turret is supposed to rotate the unit itself to face the target. It is not working. The weapons work, the model is not.
I don't see how this can be so complicated. All we're doing is basically trying to have a unit behave like the Phoenix. It can fire while moving; facing the target and everything, while moving. It's not working O.o
I too am having the exact same problem. I'm trying to make a Banshee work like the Phoenix and comming to the same road block.
Clearly, the turret is actually working. My weapon firing arc is only at 5 (like the phoenix's) so the only way it'd be firing in any directions when I fly by targets is if the turret is in fact, rotating the weapon. However, it's not rotating the Banshee's actor model and i can't find out why. I'm not even sure how they got the phoenix to rotate.
I just did a test, i switched the 2 turrets (the one I made, and the unedited one with the phoenix) with each other, having my custom banshee use the phoenix's turret, and the phoenix use my custom turret.
Tested it out.
The banshee STILL, will not rotate, but the phoenix does! With my crafted turret that wasn't working with the banshee! what the hell?
Check with the unit itself. It's the only thing I can think of. Maybe it's actor, or something. If I find out the answer, I'll post it.
@Shouchen: Go
Thats awesome. Here in the future, I will try the Turret idea myself for the Banshee. For now though, I'm stuck on simply creating a new weapon. Everything works but the damage... that and it shoots at the target ground. Ugh, this editor is frustrating as hell...
@Shouchen: Go
This should be easily achievable, as everything they've done for the game aside from source code, was done using the editor.
I remember when i was in Beta and the patch came out that had phoenix's able to move while firing. They used the editor somewhere to turn something on to get it to work. Unfortunately, this editor is so un-user friendly and bewildering that it becomes more than a chore to figure out ONE thing if you're a beginner. I'm starting to miss World Edit already.
Before I went to sleep, I thought of an idea that should work, but it'd be a pain in the ass. For Air units, it'll be easier. On the unit actor, set it's model is nothing, or something extremely low Poly, like the cube. Under the model selection, select it's scale to be so tiny that you can't see it. Then, go and make a new turret to actually ATTACH to the center of the Unit Model. (I've never done this, refer to the Uberlisk Tutorial I suppose to learn how to attach turrets using the Data Editor only) You can make a turret behave like the phoenix pretty easily. The Tank Turret is a good example. It straightens out while on the move, and aims when a target is sited.
With that said, you're basically replacing the Actor Model with the Turret's Model to achieve the animations we want.
@Shouchen: Go
Alright just did more trail and error. Found out another variable. I've already stumbled on the wierd Actor "Parent" field difference. now, the Models? Another problem too.
Under the Unit Actor, under it's Art Tab? Switch the Unit Model and the Unit Model only to Phoenix. I garuntee it'll work . . . I did only ONE edit the Original Phoenix, switch it's Model to the Banshee, and... tada'... It stops rotating.
I switched my banshee to use a Phoenix model however? Tada'... again, a wtf moment. It rotates, fly by, looking at targets and shooting missiles. The only difference was the Model. . .
I looked at the models in the Data Editor and they don't have anything different between the 2 aside from a few animation blend time differences. My idea now leads into the animations. The Banshee has a Start Movement, Stop Movement, and Weapons Fire animation. The Phoenix I do not think does. Can anyone tell me where to turn those Animations off at? I looked under Unit Actor/Event where it has all those Event Animation triggers, but nothing seemed to say anything about specific animations aside from helpers, selection, taunts, death and build. This is getting stupidly frustrating.
@happy04: Go
Are you suggesting that the Mover on the unit itself might be the source? Hm, i'll look into that.
Another thing I noted was with the unit actors. Under the Unit Actors, the Viking ( and in my case, the Banshee) check their properties (double click the actor in the population list). The Viking and the Banshee say that their parent is "Generic Unit Base" under the "Based On" field. The Phoenix on the other hand says "Phoenix". I did a little fiddling and found that even if I just changed the field back and forth from "Generic Unit Base" to "Generic Unit Standard" and back again? All of the sudden it says the Parent Based On is now the unit's name; and like the Phoenix, becomes grayed out. Since the Phoenix's field is already grayed out, I can't ever see what option it was set up under. And I'm sorry, the trail and error and testing every one at time? Got real old. Might I be correct in assuming that there is something totally different here in the actors that we're missing? It's the only difference i've found out. As I mentioned before, I switched the turrets on the phoenix to use the one I created from scratch and the phoenix still worked perfectly, but the banshee never worked with either. I'm also going to check the Movers... though from what i understood movers as (I've edited them for weapons before), they seemed more... projectile focused.
Edit: yeah it's definitely not the Movers. In my case, since I was comparing 2 air units? The banshee mover and the phoenix mover is exactly the same.
@acidragoon: Go
I want the unit to face it though. my firing arc is purposely only 5 so the model is forced to face the target when it fires, and it's not. The Turret is rotating the weapon, but NOT the model. That is our problem. The Turret is supposed to rotate the unit itself to face the target. It is not working. The weapons work, the model is not.
I don't see how this can be so complicated. All we're doing is basically trying to have a unit behave like the Phoenix. It can fire while moving; facing the target and everything, while moving. It's not working O.o
I too am having the exact same problem. I'm trying to make a Banshee work like the Phoenix and comming to the same road block. Clearly, the turret is actually working. My weapon firing arc is only at 5 (like the phoenix's) so the only way it'd be firing in any directions when I fly by targets is if the turret is in fact, rotating the weapon. However, it's not rotating the Banshee's actor model and i can't find out why. I'm not even sure how they got the phoenix to rotate.
I just did a test, i switched the 2 turrets (the one I made, and the unedited one with the phoenix) with each other, having my custom banshee use the phoenix's turret, and the phoenix use my custom turret.
Tested it out.
The banshee STILL, will not rotate, but the phoenix does! With my crafted turret that wasn't working with the banshee! what the hell?
Check with the unit itself. It's the only thing I can think of. Maybe it's actor, or something. If I find out the answer, I'll post it.