Motherships mover is the regular "Fly" that all units have. The rotating effect of the mothership is achieved by specialized bones in its model file that communicate with turret objects in the data editor via actors. (all units that have rotating parts work like this)
I wouldn't say there's an easy way, the only way I can think of is for you to do the follow on each unit type that your ability can be casted on:
In the actor's event tab (or just hit events if you're on table mode) create an event that's something like this:
[Event] UnitDeath.<your unit here>
[Term] (find a term that is able to identify the fact that your ability is being used on this unit)
[Action] Set Height (this command doesn't show a number when it's 0, but it doesn't have a blend time parameter which makes me think this will apply the height instantly. I haven't tested this so it's worth a try. There are other "charge height" commands, so you can try them as well)
If you don't care how you do this (Data editor or trigger editor), you can make a universal trigger that affects any unit that is a victim of your ability.
The conditions is a work around that might not necessarily be accurate, but if you could find a condition that checks for a buff or ability being cast on the dying unit, then that would be ideal.
Of course you may need to play with this for situations where the unit dies while it's being lifted or while the ability is letting go. (so that it doesn't take 3 seconds to fall half a centimeter)
Events
Unit - Any Unit dies
Local Variables
Conditions
(Height of (Triggering unit)) > 0.0
((Triggering unit) uses Fly mover) == false
Actions
Unit - Change (Triggering unit) height to 0.0 over 3.0 seconds
Hello, I have been creating a photon cannon that has a lit off ability (like some Terran buildings), and I have managed to get the whole lifting off, flying, and landing part to work perfectly using the data editor and nothing else.
At this point, to complete my cannon I want to make it rotate like the mothership when it's in the air, but I can't seem to find a way to do it in the data editor.
I have looked into turrets, but they require specialized bones. The body of the photon cannon won't rotate with turrets
Please do not tell me to create a trigger, I could do it with the trigger editor in less than a minute, I just want to know of a way to do it in the data editor
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@ZealNaga: Go
I have thought of that, but do you know of any ability that directly changes the facing (without giving the unit an order).
Also this ability must be able to change the facing based on the units current facing (like instead of setting it to a value, it adds the facing)
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@ZealNaga: Go
Motherships mover is the regular "Fly" that all units have. The rotating effect of the mothership is achieved by specialized bones in its model file that communicate with turret objects in the data editor via actors. (all units that have rotating parts work like this)
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@Kueken531: Go
Then do all of the above on the actor of the death model
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I wouldn't say there's an easy way, the only way I can think of is for you to do the follow on each unit type that your ability can be casted on:
In the actor's event tab (or just hit events if you're on table mode) create an event that's something like this:
[Event] UnitDeath.<your unit here> [Term] (find a term that is able to identify the fact that your ability is being used on this unit) [Action] Set Height (this command doesn't show a number when it's 0, but it doesn't have a blend time parameter which makes me think this will apply the height instantly. I haven't tested this so it's worth a try. There are other "charge height" commands, so you can try them as well)
If you don't care how you do this (Data editor or trigger editor), you can make a universal trigger that affects any unit that is a victim of your ability. The conditions is a work around that might not necessarily be accurate, but if you could find a condition that checks for a buff or ability being cast on the dying unit, then that would be ideal.
Of course you may need to play with this for situations where the unit dies while it's being lifted or while the ability is letting go. (so that it doesn't take 3 seconds to fall half a centimeter)
Events Unit - Any Unit dies Local Variables Conditions (Height of (Triggering unit)) > 0.0 ((Triggering unit) uses Fly mover) == false Actions Unit - Change (Triggering unit) height to 0.0 over 3.0 seconds
0
Hello, I have been creating a photon cannon that has a lit off ability (like some Terran buildings), and I have managed to get the whole lifting off, flying, and landing part to work perfectly using the data editor and nothing else.
At this point, to complete my cannon I want to make it rotate like the mothership when it's in the air, but I can't seem to find a way to do it in the data editor.
I have looked into turrets, but they require specialized bones. The body of the photon cannon won't rotate with turrets
Please do not tell me to create a trigger, I could do it with the trigger editor in less than a minute, I just want to know of a way to do it in the data editor
Here's a video of the photon cannon right now ... now imagine that thing rotating while in flight. http:www.youtube.com/watch?v=G85ZbxXdcng
I don't know why the sound is not in sync with the picture, but it's the picture that's important here anyway