1. There are two methods. First you can use a Validate Unit term for a self destruct which uses a Unit Type validator to destroy the actor if it is not the correct unit. For actor events that are not creation related you can just validate if it is the correct unit. Alternatively you can use a RefEquals term to determine if the left reference name set to ::Host is equal to the actor for the desired unit.
1.1. There are three kinds of references. System are ones used by the fields of the actors for example ::Main (base of the actor tree), ::Host (the host of the actor using the reference) and ::Supporter (the supporter actor set under the fields of the same name). Scope references use the scope of actors linked to effects (target, caster, outer, source etc.) to find their launch, impact or host actor and are local. Global references can only have a single actor being linked to the reference.
2. A Scaler type mover? What do you mean by a map side cliff? You need to add pathing blocker doodads to such areas to prevent a colossus going MIA.
3. Check if they are channelled. Also do not forget preswing.
4. No idea what could be the cause. Only answer I can give is mess with the render or view settings.
5. Backswing is how long after the weapon has fired before other weapons can fire. Damage Point is how long after the weapon has fired before the effect is used.
The Carry Mineral Field Minerals Model actor is by default hosted on the Hard Point attachment point. You would need to modify the actor to use Host Site Operations Set actor event actions validated by RefEquals terms used to determine the host actor.
3. That is handled by a turret from the Turrets data type with the Basic: Idle field set to Follow Movement. The idle turn rate is also determined by the turret. Have we covered how to do turrets on attached models?
1. remember that it must be the smallest accepted value.
2, The colours are model specific but the Axis.m3 model is probably the most informative. In general Z is up/down, y is forward/back and x is left/right.
With your new question check you got the Is Local flag enabled and have specified both forward and up vectors. It is often best to have two separate SOp (Explicit Rotation) site operations turning on different planes.
1. It is a rare problem but does happen with some models especially if they were originally doodads.
2. Remember what I said in post #191 about SOp (Explicit Rotation) SOps where the Up vector is not specified flopping? The default SOp90 actor is a perfect example.
3. Firstly use the cutscenes editor to see if the attachment points move when the unit burrows, secondly is the Unit actor being created and destroyed by the morph (eg. Viking) and thirdly try the SOp (Rotator) method.
By "While it stands still, the model also doesn't follow it either" do you mean that when the unit unburrows the models become detached from the host? To fix that will require Reference Set event actions to re-establish the host subject.
2. So using a SOp (Rotator) with 0 speed after the attachment definitely did not fix that? Check what other attachment points turn with the turret. You could always try using a SOp(Local Offset) to position them.
4. The protoss snake is a single unit and only uses models for the tail so has some limitations compared to units like the train from WOL when it comes to collision. You can set the undulations or lack thereof under the Site Operation (Serpent Head) SOp. The Actor: Segment - Radius field determines how far from the head actor the Serpent Segment SOp containing actors e positioned. Just set all the swimming motion fields to 0.
To go a unit based approach will require triggers to control the movement/bearings of units behind the lead unit and a Conjoined behaviour to link the vitals.
5. Set the creation events for the turrets on the mothership actor or add a 0.05 second delay otherwise it will try to create the turrets before the mothership is finished being created. Pity most of the videos for WDE#6 and Themed Creature Contest are broken since those were some impressive creations. I wonder if the video of the box by Kueken531 is still around.
0.960832920178483
1. There are two methods. First you can use a Validate Unit term for a self destruct which uses a Unit Type validator to destroy the actor if it is not the correct unit. For actor events that are not creation related you can just validate if it is the correct unit. Alternatively you can use a RefEquals term to determine if the left reference name set to ::Host is equal to the actor for the desired unit.
1.1. There are three kinds of references. System are ones used by the fields of the actors for example ::Main (base of the actor tree), ::Host (the host of the actor using the reference) and ::Supporter (the supporter actor set under the fields of the same name). Scope references use the scope of actors linked to effects (target, caster, outer, source etc.) to find their launch, impact or host actor and are local. Global references can only have a single actor being linked to the reference.
2. A Scaler type mover? What do you mean by a map side cliff? You need to add pathing blocker doodads to such areas to prevent a colossus going MIA.
3. Check if they are channelled. Also do not forget preswing.
4. No idea what could be the cause. Only answer I can give is mess with the render or view settings.
5. Backswing is how long after the weapon has fired before other weapons can fire. Damage Point is how long after the weapon has fired before the effect is used.
0.96087171867261
The Carry Mineral Field Minerals Model actor is by default hosted on the Hard Point attachment point. You would need to modify the actor to use Host Site Operations Set actor event actions validated by RefEquals terms used to determine the host actor.
0.960882647943831
Ok what is the Movement: Push Priority set to for the unit?
0.960843373493976
So you plan on using an upgrade to get the triggers to start your convoy?
Try the Unstoppable flag under the Unit: Flags field of the Units data type.
0.960910440376052
3. That is handled by a turret from the Turrets data type with the Basic: Idle field set to Follow Movement. The idle turn rate is also determined by the turret. Have we covered how to do turrets on attached models?
0.962102071753411
1. remember that it must be the smallest accepted value.
2, The colours are model specific but the Axis.m3 model is probably the most informative. In general Z is up/down, y is forward/back and x is left/right.
With your new question check you got the Is Local flag enabled and have specified both forward and up vectors. It is often best to have two separate SOp (Explicit Rotation) site operations turning on different planes.
0.962025316455696
1. It is a rare problem but does happen with some models especially if they were originally doodads.
2. Remember what I said in post #191 about SOp (Explicit Rotation) SOps where the Up vector is not specified flopping? The default SOp90 actor is a perfect example.
3. Firstly use the cutscenes editor to see if the attachment points move when the unit burrows, secondly is the Unit actor being created and destroyed by the morph (eg. Viking) and thirdly try the SOp (Rotator) method.
By "While it stands still, the model also doesn't follow it either" do you mean that when the unit unburrows the models become detached from the host? To fix that will require Reference Set event actions to re-establish the host subject.
0.96206373292868
1. Yes I mean that.
5. Yes Set Timer event actions and Timer Expired actor events (Remember the Timer Name term).
0.9558599695586
Use a SOp (Explicit Rotation) for a static rotation, a SOp (Rotator) for continuous rotation and a SOp (Forward Vector) for dynamic rotation.
Maybe you could give some more details as to how you want it rotated?
0.961793173713704
2. So using a SOp (Rotator) with 0 speed after the attachment definitely did not fix that? Check what other attachment points turn with the turret. You could always try using a SOp(Local Offset) to position them.
4. The protoss snake is a single unit and only uses models for the tail so has some limitations compared to units like the train from WOL when it comes to collision. You can set the undulations or lack thereof under the Site Operation (Serpent Head) SOp. The Actor: Segment - Radius field determines how far from the head actor the Serpent Segment SOp containing actors e positioned. Just set all the swimming motion fields to 0.
To go a unit based approach will require triggers to control the movement/bearings of units behind the lead unit and a Conjoined behaviour to link the vitals.
5. Set the creation events for the turrets on the mothership actor or add a 0.05 second delay otherwise it will try to create the turrets before the mothership is finished being created. Pity most of the videos for WDE#6 and Themed Creature Contest are broken since those were some impressive creations. I wonder if the video of the box by Kueken531 is still around.