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    posted a message on (Solved) Peculiar Actor bug

    I have a trigger that attaches an Actor to a Unit when any unit acquires a behavior. The trigger is presented below:

    Unholy Fire Visual
        Events
            Unit - Any Unit has Unholy Fire change Create
        Local Variables
        Conditions
        Actions
            Actor - Attach UnholyFireGround to Center on (Triggering unit)
            General - Wait 10.0 Game Time seconds
            Actor - Send message "Destroy" to actor (Last created actor)
    

    However when the actor attaches, if the base unit is moved, it's Selection Circle remains where it WAS. Furthermore, once the Attached actor destroys itself the base unit cannot be selected anymore.

    Please see attached 17 second video (bug occurs at 0:11)

    Also, check out this awesome spell I made last year, just found the map

    Posted in: Data
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    posted a message on [Movers][Solved] Lateral Spinning projectile?
    Quote from Kueken531: Go

    Yep, that works too.

    Thought I'd upload a video attachment

    Posted in: Data
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    posted a message on [Movers][Solved] Lateral Spinning projectile?
    Quote from Kueken531: Go

    It is a new actor type, but it has no premade actors. So you create a new actor of type Site Operation - Rotator. Then you can select it in the site operations field of another actor.

    However, as edited in the previous post, they don't seem to work on missile actors.

    I combined our work to get the desired result.

    Change missile model to ANY blank model.

    Add event - Actor Creation - Create - ACTORB

    Create new actor - Name it ROTATEME - Site Operation Rotator - Z = 1, Rate = 360.

    Go to ACTORB - Hosting - Site Operations - Add ROTATE ME

    When your unit fires now, it appears to shoot a rotating model.

    Posted in: Data
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    posted a message on [Movers][Solved] Lateral Spinning projectile?
    Quote from Kueken531: Go

    Patch 1.5 introduced a new Rotation site operation, which should be able to rotate missiles without the need to attach them to an invisible model. You can set the turn speed in that site operation.

    Is this in movers or actor data? The closest thing I found was "Actor - Hosting - Site Operations - SopRotationSmooth"

    I searched the patch notes and found

    "Added CActorSiteOpRotator for spinning actor around arbitrary axes at arbitrary rate. Propellers can be made with this."

    But where is this found?

    Posted in: Data
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    posted a message on [Movers][Solved] Lateral Spinning projectile?
    Quote from Kueken531: Go

    @EFoG: Go

    You can use Animation Set Time Scale or Set Time Scale Global, the set speed message is used for mover site actors afaik.

    @EFoG: Go

    Yes.

    Which model did you use initially as a rotating model? Which actor did you apply to Set Animation TIme Scale to? I looked at your map and changed Maraduer missile actor to Tech Purchase Portrait Turn (TPPT model), but it had no effect when I attached my projectile to the TPPT model upon the actor creation of TPPT.

    Posted in: Data
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    posted a message on How to choose which part of model receives Attacks?

    Almost all models have more than one attack point on their model, how do I choose which one gets attacked every time?

    Posted in: Data
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    posted a message on [Solved]Preventing Allied Units from Colliding

    @EdwardSolomon: Go

    I made an advancement by taking a more general approach. Using two triggers, the first one gives the selected units a behavior, and the 2nd trigger prevents units from entering particular regions around units with those behaviors.

    -------------------

    Take a look here:

    Phalanx
        Events
            UI - Player Any Player presses F key Down with shift Allow, control Allow, alt Allow
        Local Variables
            ug = (Selected units for player 1) <Unit Group>
        Conditions
        Actions
            Unit Group - Pick each unit in ug and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            ((Picked unit) has PathBlock) == False
                        Then
                            Unit - Add 1 PathBlock to (Picked unit) from (Picked unit)
                            Unit - Set (Picked unit) Movement Speed to 0.0
                        Else
                            Unit - Remove 1 PathBlock from (Picked unit)
                            Unit - Set (Picked unit) Movement Speed to ((Picked unit) Movement Speed (Default))
    

    -------------------

    You can easily remove the Movement speed settings, as that is particular to my map. I dont' want these units to be able to move when their pathing block behavior becomes enabled. You can also change the event to your liking and the units it effects, mine simply effect selected units for testing purposes. So the generalized version would appear as below:

    -------------------

    Generalized Pathing Behavior Block
        Events
        Local Variables
            ug = (Empty unit group) <Unit Group>
        Conditions
        Actions
            Unit Group - Pick each unit in ug and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            ((Picked unit) has PathBlock) == False
                        Then
                            Unit - Add 1 PathBlock to (Picked unit) from (Picked unit)
                        Else
                            Unit - Remove 1 PathBlock from (Picked unit)
    

    -------------------

    The second trigger actually prevents units from entering regions around these units that acquired the behavior from the first trigger.

    -------------------

    GlobalPathBlock
        Events
            Timer - Every 1.0 seconds of Game Time
        Local Variables
            p = No Point <Point>
            q = No Point <Point>
            theta = 0.0 <Real>
            GB = (Empty region) <Region>
            mg = (Empty unit group) <Unit Group>
            k = 0 <Integer>
        Conditions
        Actions
            Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            ((Picked unit) has PathBlock) == True
                        Then
                            Variable - Set p = (Position of (Picked unit))
                            Variable - Set theta = (Facing of (Picked unit))
                            Variable - Set q = (p offset by 1.0 towards theta degrees)
                            Region - Add a Positive circle centered at q with radius 0.75 to GB
                        Else
            General - For each integer k from 1 to 8 with increment 1, do (Actions)
                Actions
                    Variable - Set mg = (Any units in GB owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount)
                    UI - Display (Text(k)) for (All players) to Subtitle area
                    Unit Group - Pick each unit in mg and do (Actions)
                        Actions
                            Variable - Set p = (Position of (Picked unit))
                            Variable - Set theta = (Facing of (Picked unit))
                            Variable - Set q = (p offset by -0.2 towards theta degrees)
                            Unit - Order (Picked unit) to ( Stop) (Replace Existing Orders)
                            Unit - Move (Picked unit) instantly to q (No Blend)
                    General - Wait 0.125 Game Time seconds
    

    -------------------

    The only question is how memory intensive this becomes when many units have this behavior; however, memory issues aside, I can easily choose which units are blocked and which are not, and conversely which units actually apply their block and which do not, even if they have the behavior.

    For instance, say I wanted player 7's units to block player 4 and player 5's units. I would set the first unit group to all units on entire map owned by 7. Then I would set MG = All units in GB belonging to 4 + All units in GB belonging to 5.

    The flexibility becomes endless, because I can even restrict unit types. In fact I could restrict units types and player numbers for blockers and blockees through variables. I would recommend that others study this trigger and find ways to simply it or improve upon it or both.

    Posted in: Data
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    posted a message on [Solved]Preventing Allied Units from Colliding

    @EdwardSolomon: Go

    ????

    Posted in: Data
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    posted a message on [Solved]Preventing Allied Units from Colliding

    What steps can I take to make it so allied units (and your own units) do not collide, but they do collide with enemy units?

    Posted in: Data
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    posted a message on How to add sword to Footman? [Solved]
    Quote from TheHolyArk: Go

    That option can be enabled the same as in the previewer.

    Go to 'Render'-> 'Show geometry' -> 'Attachment points'.

    But NOTE: Every World of WarCraft model has right weapon and left weapon attachment points.

    To enable the model data in the cut scene editor go to 'Window' -> 'Model Data' and then click on the attachment point on the model to see the name of it.

    +Ark+

    I've managed to get the spear in his hand and attack with it. One simple problem remains:

    The spear is rotated 90 degrees, so he jabs it sideways instead of straight

    Posted in: Data
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    posted a message on How to add sword to Footman? [Solved]
    Quote from TheHolyArk: GoThat option can be enabled the same as in the previewer. Go to 'Render'-> 'Show geometry' -> 'Attachment points'. But NOTE: Every World of WarCraft model has right weapon and left weapon attachment points. To enable the model data in the cut scene editor go to 'Window' -> 'Model Data' and then click on the attachment point on the model to see the name of it. +Ark+
    I would like to thank you for your help, I appreciate it; however, I do have a few more questions. I'm going to quote what this guy said in his tutorial:
    Under Events, create these events: UnitBirth.(character's unit) -Create ActorCreation -AnimPlay Attach Stand UnitDeath.(character's unit) -Destroy Now under Host, select Actor and set the host to your character's actor. Under Host Site Operations, add SOpAttachHardPoint02 do the same thing for your right shoulder, only set the Site Operation to SOpAttachHardPoint01
    How do I get "Attach Stand" out of Anim Play (I attached a screenshot of far I got) How do I select the actor under Host? (again I attached screen shot of how far I got)
    Posted in: Data
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    posted a message on How to add sword to Footman? [Solved]
    Quote from TheHolyArk: Go

    @EdwardSolomon: Go

    Follow this tutorial: Importing WoW Characters to SC2 and attaching shoulders/weapons.

    Good luck!

    +Ark+

    One thing is slightly out of date, we now have a CUtscene editor instead of Previewer. So how do I view attachment points in the new cutscene editor?

    Posted in: Data
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    posted a message on How to add sword to Footman? [Solved]

    @EdwardSolomon: Go

    Ok so right now I'm attaching the Spear to my footman (Humanmalewarriorheavy.m2 in WoW Model Viewer), the spear is (humanspear01.m2).

    I'm am asking for a step-by-step explanation on how to attach this spear to the footman's Right hand, and when the animation "Attack1HPierce" is played on the Footman, the spear moves properly with his right hand.

    Posted in: Data
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    posted a message on [Tutorial] Making your first cutscene

    @Flinkelinks: Go

    Sorry, but how do I find a list of the attachment points since patch 1.5 when I preview a model?

    Posted in: Cinematic Creation
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    posted a message on How to add sword to Footman? [Solved]

    @DrSuperEvil: Go

    When you say host, do you mean through data or attach through in-game triggers upon unit creation? Or are we talking Site ops?

    Posted in: Data
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