Fire suppression is behavior. And Some staff have different name in editor than ingame, for example in kerrigan Leaping Strike ability everything called primal slash, and only button's name is Leaping Strike. So if you rembember who have the ability or something, than search for it and look there. If you search for the upgrades that player can before map starts. than look them in triggers too.
As I know the selection box is defined within the model itself. So you cant fix it in editor.
I have 2 examples to explain it.
The Naga buildings in warcraft III mod 1.0 that build animation is bugged, after the fix too.(that I found in orc buildings), it cant be select until the animation near to end and the model appear, so I created a model that is looks like a water splash, but it wont worked it appeared but the building stay unselectable, I changed the model to other water like effect, and then the the building was selectable.
I created an ability that spawns gas, and if gas destroys according to a damage effect, its explode but when I select a model for it, it wasn't be selectable, then I created another model that under the effect of gas, and it become selectable, and now I have gas looking. targetable, explodeble gas.
So I suggest you to find a selectable model, that big enough to get the size of the selection, but not too big, so it can be hidable under the model you would like to use.
Creat 2 effect, 1 behavior and a validator for each cargo unit type you would like to use. In this example for Thor.
Effect 1 is an apply behavior type effect.
Effect 2 is a remove behavior type effect.
Behavior is a buff type behavior.
Validator is unit type type behavior.
Name effect 1 to Thor Loaded (Apply Behavior)
Name effect 2 to Thor Unloaded (Remove Behavior)
Name Behavior to Thor Cargo
Name validator to Thor Cargo
Set Thor Loaded effect behavior field to Thor Cargo (Behavior)
Set thor Unloaded effect behavior field to Thor Cargo(Behavior)
Set Thor Loaded effect validator field to Thor Cargo(Validator)
Set Thor Unloaded effect validator field to Thor Cargo(Validator)
Set Thor Cargo validator value field to Thor.
Note: This validator unit value in default get the target unit of the ability, in this case the load cargo ability target. You can change it, but for this example you don't need any modification on this field.
Set your load unload ability Load transport effect to Thor loaded(effect) and Unload Transport effect to Thor Unloaded(effect)
Note: the Load cargo field and Unload cargo fields is work the same way than in this tutorial but they give the effect to cargo units not for transport its not required to your solution I just say you If you would like to give behavior to the cargo units later on.
This tutorial solution if you would like to creat behavior depend on cargo type, but not count the number of cargo units. If you woud like to count the number of cargo units, you can set stack count in behavior, and then the effect will creat a stack of behavior every time when a transport unit pick up a unit in a given type and remove 1 stack when transport drop off the cargo unit in a given type.
note: the stack add and remove can be modified in the effect, but in this example you should let it 1 when effect execute.
Note: If you would like to creat multiple unit type, you need to creat a 2 Set type effect too, in this case you must put the Apply Behavior effect to one Set effect and then put the remove behavior type effect to the other Set Effect, and then put these set effects to load/unload ability. Important: Set effect can carry only 10 other effects, but set effects can hold other set effects. So you can creat multiple unit types just listen to the amount of them every started 10 needs a new set effect for exempla if you like 100 you must creat 10 Set effects that includes 10 other effects. on add side and you should creat the same in remove side.
@nuxar: Go
Not every unit has hd models, Multiplayer Heroes and units that spawned by multiplayer heroes units have, and a lot other have too, but not all of them. You can change the referenc path in models. Tyrande and Arthas have HD in default, Uther has normal, but there is paladin HD model in war3 mod. I have 12 race in default Crace(the example), Creep, Critter, Human, Orc, Naga, Neutral, Night Elf, Protoss, Terran, Undead, Zerg.
I think that the overwritten ones are exist in hots files and you modified them but hots is overwriten them, I dont know what cause this I can tipp a few staff, but it not required for the solution:
Got your depencies to buttom on dependencies list, I think it is the reading queue. My projects works with it.
if still dont work you can do this:
Go to overwritten staff and reset it depending on your mod, example:
When I creat a multiplayer mod (or any other mod but the example is multiplayer mod), I use all starcraft dependencies(normal, multi, campaing,story campaign etc) and usually the campaing ones overwrite the others, so I reset those fields that that different from multiplayer to multiplayer. You can do this rightlick on field left lick to reset parent to and select your mod. and reapeat it with every staff's field that different from original files in your mod.
Zealot weapon is the best example to demonstrate because it has and effect that holds the damage effect,:
Zealot has weapon: Psi blades
Psi blades have 2 effect: Psi blades and Psi blades damage
the Psi blades is a creat persistent that sets to Psi blades damage hits twice, in a short time period, it is required because zealot attack animation also hits twice
This creat persistant effects have the Psi blade damage,
1 So you make Set type Effect name it for example Psi Blade Damage Set. put these set effect inside the Psi blades (creat persistent) instead of Psi Blade Damage.
2 Duplicate the Psi Blade Damage. name the duplicated one to Psi Blade Damage Alternate and set the life steal amount inside this effect .
3 put the Psi Blades Damage and Psi Blade Damage Alternate inside the Psi Blade Set.
4 creat 2 Unit compare behavior count type validators name one of them to "your buff name" on and the other to "your buff name" off
5 Set the on validator to "your buff name" equal to 0 and the off validator to "your buff name" equal to 1(or greater then 0)
6. Put the off validator to Psi Blade Damage and put the on validator to Psi Blade Damage Alternate
If you would like to creat upgrade with a same icons you dont need more then one just set the upgrade max level the level you would like to be a max level (in your in your picture it is 2 so set it 2). If you dont set it the icon stays upgradeble but will not add the function, the max level give him the number that how much upgrade (with function) can be executed. The second part is to hide it and made it unuseable when max level reached:
Creat requriment on requirments tag name it to Increase Armor Reasearch press suggest button to get this ID=IncreaseArmorReasearch Press ok. Then switch to xml view, the xml view is +2 to right from table view that is the default view in editor so possible you are on table view. if you dont have other requirements you will see similar things like this:
Explanation: every created staff is between <Catalog> and </Catalog> (there are different categories by tag unit actor weapon etc) the requiremnet you creat is between <cRequirement id=something> and </Crequirement> and placed in requirements tag's catalog. The editor categories value= can different from it I copied it from my own upgrade(and change thee id), you can change the race and tech type in any time these value not effect its function its just made it easily separate them by type when you browsing among them. Now here is the function you need:
These 2 fields tell the upgrade/reasarch ability to show and make useable the upgrade's icons until Upgrade queue or better(complete) is less then 2, but if reach it hide it and make unusable. Save document, if you copy correctly it let you save, switch back to table view and study the settings.
</Catalog>
if you have other requirements than dont select the xml version and catalog parts just the Crequirement parts or it will overriide the whole requirements tag on your map or mod file. Give this requirement to research ability. Pay attention to your reasearch upgrade id is become equal to IncreaseArmorReasearch until you use my code, after it is done, and you switch back to table view you can rename it, and editor will rewrite the xml too. if your id dont this IncreaseArmorReasearch, dont huge problem just go in the settings with table view and search your upgrade from the list. and press ok and save it.
if everything is ok you will see these settings in table view
Increase Armor Reasearch
Use
And
Less than
2
Show
And
Less than
2
The 'and' part is not required if you use one upgrade, I let it in because you can add other upgrades later on.
I think that accure because the dying is happen before life steal, I suggest to use the damage effect life steal option instead. I tested it if an ability or weapon uses damage with life steal it is work even if target dies. You would like to creat a buff that gives the life steal, It can be done but have a little bit work depend on how many weapons and abilities you use. You need to creat a set effect and an alternative damage effect that damage the same amount as normal damage does, for every weapon and ability you use. Search the effect field on weapon or ability, put here the set effect instead of the damage(if the ability or weapon is ranged and have launch missile effect you must put the set effect in launch missile effect instead of weapon or ability, and than switch to effects tag, search for this set effect and put the 2 damage effect to its effects. After this you can creat 2 unit compare behavior count type validators on validator tags, the normal damage validor should be your life steal buff = 0, and the alternative damage validator should your life steal buff=1. This cause that if your unit has tha life steal behavior then alternative damage will execute, if dont the normal damage will.
Important: I mentioned that if weapon or ability uses a launch missile effect,you must change the damage effect to set effect inside it, there are lot other effect that can execute damage effects, the goal is that if you decide to use my suggestion you must always change the damage effect to set with 2 damage inside it,if you would like to give a life steal to it.
Your welcome. I have to mentioned that training animations are also missing, so if your building have train ability you should use these settings too:
AbilTrain.HumanBarracksTrain.Start
- Animation Play Work Forever
AbilTrain.HumanBarracksTrain.Finish
- Animation Play Stand
That is the fix that merrillphish also suggested. It is not xml cod it is the settings in actor events when table view is active. 'HumanBarracksTrain' is the ability name you can change it to your train ability if you have your own. I did not mentined it earlier because tha original problem was about building animation.
your welcome, you can make the filters one by one but you can combine them in actor, and I think you can combine actors in actors too but before combining you must creat does that not exist. I suggest study the battlecruiser weapon and attachment points.
You must duplicate the transform abillties (one is from hellion to hellbat and one is from hellbat to hellion) too, and change the value from hellion to duplicated hellion, and hellbat to duplicated hellbat. When you done go duplicated Hellion's actor event and search for morph ability lines and change every hellion to duplicated hellion, and hellbat to duplicated hellbat, and then do the same in duplicated Hellbat's actor event.
You can creat Site Operation Attachment type actors, where you can reference to real attachment pont that are not weapon left or weapon right. For example lot of unit unit uses SOpAttachWeaponXX (x= number) for weapons. There is few Weapon attachment points that has 00 or other number at the end. You can creat custom one by copy or creat a new Site Operation Attachment actor and set it in attachment query methods field : filter type: direct: weapon, index: 00
that is the SOpAttachWeapon00 settings, but you can change it. If you use simply attach models as weapon, you can use SOpAttachWeaponLeft or SOpAttachWeaponRight. these are the basic, however you said and example that unit uses hand named attachment point. it is little bit longer job but can be done. Solution:
1 Copy SOpAttachWeaponLeft and SOpAttachWeaponRight
2 rename them to SOpAttachHandLeft and SOpAttachWeaponRight
3 open new tab (on the bar where unit, actors, weapons, behaviors etc found) editor actor data: attachment methods.
you can see here some filters including the original SOpAttachWeaponLeft and SOpAttachWeaponRight methods as filter weaponleft and filter weaponright.
4 copy filter weaponleft and filter weaponright
5 name them to filter handleft and filter handright
6 on left one set keys keyword: add value: hand, add value: left, on right one set keys keyword: add value: hand, add value: left
7 Switch back to actor tab.
8 on left weapon left set attachment query methods: filter type: methods: Filter handleft, on right weapon left set attachment query methods: filter type: methods: Filter handright.
9 Now you can use it in model attaching as the basic attachment points.
10 To solve that all units could use the same models as weapon, you can make the same amount of weapon model than attachmentpoints variation exist
Example: in my project there is dwarf warrior that uses 2 axe and a helmet(crown) and these are 3 different model addition models. and the basic unit (host)is Dwarf warrior. However you dont have to creat multiple model additions for all units because there is an option:
in host subject: switch from actor tag to alias tag and select '_unit'. and it will automaticly search for unit when it created. My warrior has event in the modell addition actors that is Unit.birth, but you would like to creat pick up weapons so I suggest that when unit pick up a weapon give him a behavior, and the model addittion actor creat when behavior on and destroy when behavior off.
0
@gnome08: Go
I answered here: http://www.sc2mapster.com/forums/development/data/79118-warcraft-3-build-animations/#p8 2nd (is for normal buildings) and 8th (for upgradable buildings) answer.
0
@spy46: Go
Fire suppression is behavior. And Some staff have different name in editor than ingame, for example in kerrigan Leaping Strike ability everything called primal slash, and only button's name is Leaping Strike. So if you rembember who have the ability or something, than search for it and look there. If you search for the upgrades that player can before map starts. than look them in triggers too.
0
@Pecula: Go
As I know the selection box is defined within the model itself. So you cant fix it in editor.
I have 2 examples to explain it.
The Naga buildings in warcraft III mod 1.0 that build animation is bugged, after the fix too.(that I found in orc buildings), it cant be select until the animation near to end and the model appear, so I created a model that is looks like a water splash, but it wont worked it appeared but the building stay unselectable, I changed the model to other water like effect, and then the the building was selectable.
I created an ability that spawns gas, and if gas destroys according to a damage effect, its explode but when I select a model for it, it wasn't be selectable, then I created another model that under the effect of gas, and it become selectable, and now I have gas looking. targetable, explodeble gas.
So I suggest you to find a selectable model, that big enough to get the size of the selection, but not too big, so it can be hidable under the model you would like to use.
0
@Kabelkorven: Go
Creat 2 effect, 1 behavior and a validator for each cargo unit type you would like to use. In this example for Thor.
Effect 1 is an apply behavior type effect.
Effect 2 is a remove behavior type effect.
Behavior is a buff type behavior.
Validator is unit type type behavior.
Name effect 1 to Thor Loaded (Apply Behavior)
Name effect 2 to Thor Unloaded (Remove Behavior)
Name Behavior to Thor Cargo
Name validator to Thor Cargo
Set Thor Loaded effect behavior field to Thor Cargo (Behavior)
Set thor Unloaded effect behavior field to Thor Cargo(Behavior)
Set Thor Loaded effect validator field to Thor Cargo(Validator)
Set Thor Unloaded effect validator field to Thor Cargo(Validator)
Set Thor Cargo validator value field to Thor.
Note: This validator unit value in default get the target unit of the ability, in this case the load cargo ability target. You can change it, but for this example you don't need any modification on this field.
Set your load unload ability Load transport effect to Thor loaded(effect) and Unload Transport effect to Thor Unloaded(effect)
Note: the Load cargo field and Unload cargo fields is work the same way than in this tutorial but they give the effect to cargo units not for transport its not required to your solution I just say you If you would like to give behavior to the cargo units later on.
This tutorial solution if you would like to creat behavior depend on cargo type, but not count the number of cargo units. If you woud like to count the number of cargo units, you can set stack count in behavior, and then the effect will creat a stack of behavior every time when a transport unit pick up a unit in a given type and remove 1 stack when transport drop off the cargo unit in a given type.
note: the stack add and remove can be modified in the effect, but in this example you should let it 1 when effect execute.
Note: If you would like to creat multiple unit type, you need to creat a 2 Set type effect too, in this case you must put the Apply Behavior effect to one Set effect and then put the remove behavior type effect to the other Set Effect, and then put these set effects to load/unload ability. Important: Set effect can carry only 10 other effects, but set effects can hold other set effects. So you can creat multiple unit types just listen to the amount of them every started 10 needs a new set effect for exempla if you like 100 you must creat 10 Set effects that includes 10 other effects. on add side and you should creat the same in remove side.
0
@nuxar: Go Not every unit has hd models, Multiplayer Heroes and units that spawned by multiplayer heroes units have, and a lot other have too, but not all of them. You can change the referenc path in models. Tyrande and Arthas have HD in default, Uther has normal, but there is paladin HD model in war3 mod. I have 12 race in default Crace(the example), Creep, Critter, Human, Orc, Naga, Neutral, Night Elf, Protoss, Terran, Undead, Zerg.
0
@SC2CustomCraft: Go
I think that the overwritten ones are exist in hots files and you modified them but hots is overwriten them, I dont know what cause this I can tipp a few staff, but it not required for the solution:
Got your depencies to buttom on dependencies list, I think it is the reading queue. My projects works with it.
if still dont work you can do this:
Go to overwritten staff and reset it depending on your mod, example:
When I creat a multiplayer mod (or any other mod but the example is multiplayer mod), I use all starcraft dependencies(normal, multi, campaing,story campaign etc) and usually the campaing ones overwrite the others, so I reset those fields that that different from multiplayer to multiplayer. You can do this rightlick on field left lick to reset parent to and select your mod. and reapeat it with every staff's field that different from original files in your mod.
0
@merrillphish: Go
copy It from Great Hall. Until it here is the Town Hall xml fixed version made by me Using greathall settings.
<CActorUnit id="Townhall" parent="War3Actor" unitName="Townhall">
<PortraitModel value="Townhall"/>
<AnimBlendTime value="0.150000"/>
<WalkAnimMoveSpeed value="2.3984"/>
<SoundArray index="Ready" value="TownHallReady"/>
<SoundArray index="What" value="TownHallWhat"/>
<SoundArray index="Yes" value="TownHallYes"/>
<SoundArray index="Attack" value="TownHallYesAttack"/>
<SoundArray index="Pissed" value="TownHallPissed"/>
<SoundArray index="Construction" value="BuildingConstructionLoop"/>
<UnitIcon value="Assets\Textures\war3_btntownhall.dds"/>
<HeroIcon value="Assets\Textures\war3_btntownhall.dds"/>
<LifeArmorIcon value="$fort"/>
<On Terms="ActorCreation" Send="Create Splat_Human_TownHall"/>
<BarWidth value="284"/>
<BarOffset value="160"/>
<!
Begins birth of Townhall><On Terms="UnitBirth.*.Normal" Send="AnimClear Birth"/>
<On Terms="UnitDeath" Send="$Death"/>
<On Terms="AnimDone; AnimName Death" Send="AnimPlay DeathB Decay"/>
<On Terms="AnimDone; AnimName DeathB" Send="Destroy"/>
<On Terms="UnitConstruction.Townhall.Start" Send="Create HumanConstruction"/>
<On Terms="UnitConstruction.Townhall.Cancel" Send="Create CancelBuildingOrcSound"/>
<!
Begins morphing to Keep><On Terms="AbilMorph.*.Start; MorphFrom Townhall; MorphTo Keep" Send="AnimGroupApply StageFirst"/>
<On Terms="AbilMorph.*.Start; MorphFrom Townhall; MorphTo Keep" Send="AnimPlay Morph Birth,Upgrade"/>
<!
Morph to Keep cancelled><On Terms="AbilMorph.*.Cancel; MorphFrom Townhall; MorphTo Keep" Send="AnimGroupRemove StageFirst"/>
<On Terms="AbilMorph.*.Cancel; MorphFrom Townhall; MorphTo Keep" Send="AnimClear Morph"/>
<!
Finishes morphing to Keep><On Terms="AbilMorph.*.Finish; MorphFrom Townhall; MorphTo Keep" Send="Destroy"/> </CActorUnit>
0
@3yks: Go
Zealot weapon is the best example to demonstrate because it has and effect that holds the damage effect,:
Zealot has weapon: Psi blades
Psi blades have 2 effect: Psi blades and Psi blades damage
the Psi blades is a creat persistent that sets to Psi blades damage hits twice, in a short time period, it is required because zealot attack animation also hits twice
This creat persistant effects have the Psi blade damage,
1 So you make Set type Effect name it for example Psi Blade Damage Set. put these set effect inside the Psi blades (creat persistent) instead of Psi Blade Damage.
2 Duplicate the Psi Blade Damage. name the duplicated one to Psi Blade Damage Alternate and set the life steal amount inside this effect .
3 put the Psi Blades Damage and Psi Blade Damage Alternate inside the Psi Blade Set.
4 creat 2 Unit compare behavior count type validators name one of them to "your buff name" on and the other to "your buff name" off
5 Set the on validator to "your buff name" equal to 0 and the off validator to "your buff name" equal to 1(or greater then 0)
6. Put the off validator to Psi Blade Damage and put the on validator to Psi Blade Damage Alternate
0
@elderuyld: Go
If you would like to creat upgrade with a same icons you dont need more then one just set the upgrade max level the level you would like to be a max level (in your in your picture it is 2 so set it 2). If you dont set it the icon stays upgradeble but will not add the function, the max level give him the number that how much upgrade (with function) can be executed. The second part is to hide it and made it unuseable when max level reached:
Creat requriment on requirments tag name it to Increase Armor Reasearch press suggest button to get this ID=IncreaseArmorReasearch Press ok. Then switch to xml view, the xml view is +2 to right from table view that is the default view in editor so possible you are on table view. if you dont have other requirements you will see similar things like this:
<?xml version="1.0" encoding="us-ascii"?>
<Catalog>
<CRequirement id="IncreaseArmorReasearch">
<EditorCategories value="Race:Neutral,TechType:Ability"/>
</CRequirement>
</Catalog>
Explanation: every created staff is between <Catalog> and </Catalog> (there are different categories by tag unit actor weapon etc) the requiremnet you creat is between <cRequirement id=something> and </Crequirement> and placed in requirements tag's catalog. The editor categories value= can different from it I copied it from my own upgrade(and change thee id), you can change the race and tech type in any time these value not effect its function its just made it easily separate them by type when you browsing among them. Now here is the function you need:
<NodeArray index="Use" Link="AndLTCountUpgradeIncreaseArmorReasearchQueuedOrBetter2"/>
<NodeArray index="Show" Link="AndLTCountUpgradeIncreaseArmorReasearchQueuedOrBetter2"/>
These 2 fields tell the upgrade/reasarch ability to show and make useable the upgrade's icons until Upgrade queue or better(complete) is less then 2, but if reach it hide it and make unusable. Save document, if you copy correctly it let you save, switch back to table view and study the settings.
full code here:
<?xml version="1.0" encoding="us-ascii"?>
<Catalog>
<CRequirement id="IncreaseArmorReasearch">
<EditorCategories value="Race:Neutral,TechType:Ability"/>
<NodeArray index="Use" Link="AndLTCountUpgradeIncreaseArmorReasearchQueuedOrBetter2"/>
<NodeArray index="Show" Link="AndLTCountUpgradeIncreaseArmorReasearchQueuedOrBetter2"/>
</CRequirement>
</Catalog> if you have other requirements than dont select the xml version and catalog parts just the Crequirement parts or it will overriide the whole requirements tag on your map or mod file. Give this requirement to research ability. Pay attention to your reasearch upgrade id is become equal to IncreaseArmorReasearch until you use my code, after it is done, and you switch back to table view you can rename it, and editor will rewrite the xml too. if your id dont this IncreaseArmorReasearch, dont huge problem just go in the settings with table view and search your upgrade from the list. and press ok and save it.
if everything is ok you will see these settings in table view
Increase Armor Reasearch
Use
And
Less than
2
Show
And
Less than
2
The 'and' part is not required if you use one upgrade, I let it in because you can add other upgrades later on.
0
@3yks: Go
I think that accure because the dying is happen before life steal, I suggest to use the damage effect life steal option instead. I tested it if an ability or weapon uses damage with life steal it is work even if target dies. You would like to creat a buff that gives the life steal, It can be done but have a little bit work depend on how many weapons and abilities you use. You need to creat a set effect and an alternative damage effect that damage the same amount as normal damage does, for every weapon and ability you use. Search the effect field on weapon or ability, put here the set effect instead of the damage(if the ability or weapon is ranged and have launch missile effect you must put the set effect in launch missile effect instead of weapon or ability, and than switch to effects tag, search for this set effect and put the 2 damage effect to its effects. After this you can creat 2 unit compare behavior count type validators on validator tags, the normal damage validor should be your life steal buff = 0, and the alternative damage validator should your life steal buff=1. This cause that if your unit has tha life steal behavior then alternative damage will execute, if dont the normal damage will.
Important: I mentioned that if weapon or ability uses a launch missile effect,you must change the damage effect to set effect inside it, there are lot other effect that can execute damage effects, the goal is that if you decide to use my suggestion you must always change the damage effect to set with 2 damage inside it,if you would like to give a life steal to it.
0
@kit219: Go
Your welcome. I have to mentioned that training animations are also missing, so if your building have train ability you should use these settings too:
AbilTrain.HumanBarracksTrain.Start - Animation Play Work Forever
AbilTrain.HumanBarracksTrain.Finish - Animation Play Stand
That is the fix that merrillphish also suggested. It is not xml cod it is the settings in actor events when table view is active. 'HumanBarracksTrain' is the ability name you can change it to your train ability if you have your own. I did not mentined it earlier because tha original problem was about building animation.
0
@DaBernMon: Go
your welcome, you can make the filters one by one but you can combine them in actor, and I think you can combine actors in actors too but before combining you must creat does that not exist. I suggest study the battlecruiser weapon and attachment points.
0
This is good way too, I suggested my version because its from orc buildings, and other buildings are have them too. :)
0
@moonwerewolf: Go
You must duplicate the transform abillties (one is from hellion to hellbat and one is from hellbat to hellion) too, and change the value from hellion to duplicated hellion, and hellbat to duplicated hellbat. When you done go duplicated Hellion's actor event and search for morph ability lines and change every hellion to duplicated hellion, and hellbat to duplicated hellbat, and then do the same in duplicated Hellbat's actor event.
0
@DaBernMon: Go
You can creat Site Operation Attachment type actors, where you can reference to real attachment pont that are not weapon left or weapon right. For example lot of unit unit uses SOpAttachWeaponXX (x= number) for weapons. There is few Weapon attachment points that has 00 or other number at the end. You can creat custom one by copy or creat a new Site Operation Attachment actor and set it in attachment query methods field : filter type: direct: weapon, index: 00 that is the SOpAttachWeapon00 settings, but you can change it. If you use simply attach models as weapon, you can use SOpAttachWeaponLeft or SOpAttachWeaponRight. these are the basic, however you said and example that unit uses hand named attachment point. it is little bit longer job but can be done. Solution:
1 Copy SOpAttachWeaponLeft and SOpAttachWeaponRight
2 rename them to SOpAttachHandLeft and SOpAttachWeaponRight
3 open new tab (on the bar where unit, actors, weapons, behaviors etc found) editor actor data: attachment methods.
you can see here some filters including the original SOpAttachWeaponLeft and SOpAttachWeaponRight methods as filter weaponleft and filter weaponright.
4 copy filter weaponleft and filter weaponright
5 name them to filter handleft and filter handright
6 on left one set keys keyword: add value: hand, add value: left, on right one set keys keyword: add value: hand, add value: left
7 Switch back to actor tab.
8 on left weapon left set attachment query methods: filter type: methods: Filter handleft, on right weapon left set attachment query methods: filter type: methods: Filter handright.
9 Now you can use it in model attaching as the basic attachment points.
10 To solve that all units could use the same models as weapon, you can make the same amount of weapon model than attachmentpoints variation exist Example: in my project there is dwarf warrior that uses 2 axe and a helmet(crown) and these are 3 different model addition models. and the basic unit (host)is Dwarf warrior. However you dont have to creat multiple model additions for all units because there is an option: in host subject: switch from actor tag to alias tag and select '_unit'. and it will automaticly search for unit when it created. My warrior has event in the modell addition actors that is Unit.birth, but you would like to creat pick up weapons so I suggest that when unit pick up a weapon give him a behavior, and the model addittion actor creat when behavior on and destroy when behavior off.