1. Use Actor Creation for the site creation. The default attachment for the head should be fine. What SOps does your Action actor have for the Combat: Launch Site Operations - Operations since those can also cancel out changes to the launch site.
2. Could you make a picture showing the problem more clearly? Maybe it is a problem specific to the model you are trying to host your stuff on? You could always use a normal immortal model as an attachment set to 0 opacity to do the turning.
3. Those fields set the direction of the forward and up vectors of the model relative to the current attachment position (always put them below attachment SOps). The forward vector is a hard rotation while the up vector is a soft rotation. This means the model will always face towards the forwards vector while it will use a best fit of the up vector around the axis of the forward vector. The default facing of models is -1 in the y axis for the forward vector and +1 in the z axis for the up vector. It is important to specify both vectors especially for 90 degree tilts since that prevents the model flopping to try and face up if the host moves over uneven terrain. I listed the calculations to get exact angles here: https://sc2mapster.gamepedia.com/Tutorials/How_To_Modify_Skyboxes
1. Under the Site actor set the Hosting: Host - Subject field to the actor you want to shoot from and Hosting: Host Site Operations - Operations field to the attachment point you want to shoot from. Under the Model type actor you want to shoot from set the actor events so that on actor creation it creates the Site type actor. With the Action type actor set the Launch Force Site flag under Actor: Action Flags and your Site actor under Combat: Launch Site.
2. Does the problem persist when walking? If not then use a SOp(Rotator) set to 0 speed after the attachment to force an attachment update.
1. Use a Site type actor hosted on the attached model and used by the Action actor.
2. The model has right and left for the weapon and not a numeric sequence. Use SOpAttachWeaponLeft and SOpAttachWeaponRight.
3.1. Ah the good old metropolis zone boss. There is the Host Site Operations Set action for actor events that allow you to chance site operations on the fly. To get an effect like that sonic 2 boss you would need a SOp(Rotator) followed by a SOp (Local Offset) and SOp (Explicit Rotation) with another SOp(Rotator) and SOp (Local Offset) to create a spinning ring at an angle that has the angle of rotation periodically rotated. You could also create and destroy different Site (Rocker) actors (see https://www.sc2mapster.com/forums/resources/tutorials/179404-tutorial-data-the-rollcopter-drunk-marauder-etc for details).
3.2. Use a Create Persistent effect synced to the visuals that uses periodic Damage effects around the caster at offsets.
The console panel has models somehow linked directly to the console panel. These choose models based on the file path. All you can do is hide them and then use a portrait, unit model or cutscene to replace them.
You do not create the GameUI panel you use the Hookup Standard Dialog Item action. The panels with the portraits would need to be hooked up separately.
The model from the Models data type is linked to the unit from the Units data type by a Unit type actor under the Actors data type. The simplest way to do this is to create a new Unit type actor, set the Token field to your unit and the Art: Model field to your model.
Problem is enumerate area requires units to count so unless you want to check if it is a unit/cliff and then see if placement fails for it to be a doodad. That would require a Function type validator to process.
2. You need the dialog but just use the Show/Hide Dialog Background and the border can be pushed off screen by it being big enough.
3. Not that layout the one that is just called GameUI (above GlueUI). in there is the UIContainer frame which does all the interesting stuff. You need to hook up that UI frame and then use the Show/Hide Dialog Item (if you want to keep the default) else you can do like the tutorial and rearrange everything by starting the XML of your layout off with <Frame type="GameUI" name="GameUI" file="GameUI"> to override the default (by using the same names as the child frames it can also affect those).
A child frame cannot be bigger than the parent else it will be cropped.
4. Remember they are set to be automatically hidden unless the casting unit uses them. For the images make sure you are anchoring them relative to the correct parent and the buttons are not overlapping.
0.961754207037226
The Unit Compare Height and Z validator is what you want and this thread might help:
https://www.sc2mapster.com/forums/development/data/163746-validator-unit-compare-height-and-z
0.961832061068702
1. Use Actor Creation for the site creation. The default attachment for the head should be fine. What SOps does your Action actor have for the Combat: Launch Site Operations - Operations since those can also cancel out changes to the launch site.
2. Could you make a picture showing the problem more clearly? Maybe it is a problem specific to the model you are trying to host your stuff on? You could always use a normal immortal model as an attachment set to 0 opacity to do the turning.
3. Those fields set the direction of the forward and up vectors of the model relative to the current attachment position (always put them below attachment SOps). The forward vector is a hard rotation while the up vector is a soft rotation. This means the model will always face towards the forwards vector while it will use a best fit of the up vector around the axis of the forward vector. The default facing of models is -1 in the y axis for the forward vector and +1 in the z axis for the up vector. It is important to specify both vectors especially for 90 degree tilts since that prevents the model flopping to try and face up if the host moves over uneven terrain. I listed the calculations to get exact angles here: https://sc2mapster.gamepedia.com/Tutorials/How_To_Modify_Skyboxes
0.962234868080703
1. Under the Site actor set the Hosting: Host - Subject field to the actor you want to shoot from and Hosting: Host Site Operations - Operations field to the attachment point you want to shoot from. Under the Model type actor you want to shoot from set the actor events so that on actor creation it creates the Site type actor. With the Action type actor set the Launch Force Site flag under Actor: Action Flags and your Site actor under Combat: Launch Site.
2. Does the problem persist when walking? If not then use a SOp(Rotator) set to 0 speed after the attachment to force an attachment update.
0.962539021852237
More likely it uses the Movement: Inner Radius field.
0.962273901808785
1. Use a Site type actor hosted on the attached model and used by the Action actor.
2. The model has right and left for the weapon and not a numeric sequence. Use SOpAttachWeaponLeft and SOpAttachWeaponRight.
3.1. Ah the good old metropolis zone boss. There is the Host Site Operations Set action for actor events that allow you to chance site operations on the fly. To get an effect like that sonic 2 boss you would need a SOp(Rotator) followed by a SOp (Local Offset) and SOp (Explicit Rotation) with another SOp(Rotator) and SOp (Local Offset) to create a spinning ring at an angle that has the angle of rotation periodically rotated. You could also create and destroy different Site (Rocker) actors (see https://www.sc2mapster.com/forums/resources/tutorials/179404-tutorial-data-the-rollcopter-drunk-marauder-etc for details).
3.2. Use a Create Persistent effect synced to the visuals that uses periodic Damage effects around the caster at offsets.
0.962807752750131
The console panel has models somehow linked directly to the console panel. These choose models based on the file path. All you can do is hide them and then use a portrait, unit model or cutscene to replace them.
You do not create the GameUI panel you use the Hookup Standard Dialog Item action. The panels with the portraits would need to be hooked up separately.
0.962768746722601
The model from the Models data type is linked to the unit from the Units data type by a Unit type actor under the Actors data type. The simplest way to do this is to create a new Unit type actor, set the Token field to your unit and the Art: Model field to your model.
The wiki has a good list of what each field does:
https://sc2mapster.gamepedia.com/Data/Units
https://sc2mapster.gamepedia.com/Data/Models
https://sc2mapster.gamepedia.com/Data/Actors/Unit
0.962577962577963
Problem is enumerate area requires units to count so unless you want to check if it is a unit/cliff and then see if placement fails for it to be a doodad. That would require a Function type validator to process.
0.962846677132391
2. You need the dialog but just use the Show/Hide Dialog Background and the border can be pushed off screen by it being big enough.
3. Not that layout the one that is just called GameUI (above GlueUI). in there is the UIContainer frame which does all the interesting stuff. You need to hook up that UI frame and then use the Show/Hide Dialog Item (if you want to keep the default) else you can do like the tutorial and rearrange everything by starting the XML of your layout off with <Frame type="GameUI" name="GameUI" file="GameUI"> to override the default (by using the same names as the child frames it can also affect those).
A child frame cannot be bigger than the parent else it will be cropped.
4. Remember they are set to be automatically hidden unless the casting unit uses them. For the images make sure you are anchoring them relative to the correct parent and the buttons are not overlapping.
0.962729658792651
1. Probably a feature of cutscenes if they are the same layer as the buttons.