Lock Unit Body-Part Facing

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  • Animation - Lock DragonCall_Dummy[1]'s Head to face DragonCall_Dummy[5], offset by (-45.00, -45.00, -45.00)
can someone help me understand this?
What i want to achieve is to make my Dummy (Dragon) to look down becuse hes in sky, but it only looks forward no matter what i do....
 
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It might be because the model doesn't have a "Head" reference. When I try your trigger with the Green Dragon, it works just fine.
Anyway, Offset(0, 0, 0) should be just fine (I don't really get the -45 you inserted there anyway :D).

Look at whole trigg:
  • Dragon Call Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Set DragonCall_Height = (DragonCall_Height - 60.00)
      • Set DragonCall_DragonPoint[5] = (Position of DragonCall_Dummy[5])
      • For each (Integer A) from 1 to 4, do (Actions)
        • Loop - Actions
          • Set DragonCall_DragonPoint[(Integer A)] = (Position of DragonCall_Dummy[(Integer A)])
          • Set DragonCall_DragonMoving = (DragonCall_DragonPoint[(Integer A)] offset by 15.00 towards (Facing of DragonCall_Dummy[(Integer A)]) degrees)
          • Unit - Move DragonCall_Dummy[(Integer A)] instantly to DragonCall_DragonMoving
          • Animation - Lock DragonCall_Dummy[(Integer A)]'s Chest to face DragonCall_Dummy[5], offset by (0.00, 0.00, 45.00)
          • Animation - Change DragonCall_Dummy[(Integer A)] flying height to DragonCall_Height at 2000.00
          • Custom script: call RemoveLocation(udg_DragonCall_DragonPoint[GetForLoopIndexA()])
          • Custom script: call RemoveLocation(udg_DragonCall_DragonMoving)
      • Custom script: call RemoveLocation(udg_DragonCall_DragonPoint[5])
 
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Models names: Blue Dragon, Black Dragon, Red Dragon, Bronze Dragon

I tried locking it's head and it work just fine.

  • Animation - Lock Red Dragon 0000 <gen>'s Head to face Murloc Tiderunner 0001 <gen>, offset by (0.00, 0.00, 45.00)
and on the trigger, you're locking it's chest ?
  • Animation - Lock DragonCall_Dummy[(Integer A)]'s Chest to face DragonCall_Dummy[5], offset by (0.00, 0.00, 45.00)
 
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I tried locking it's head and it work just fine.

  • Animation - Lock Red Dragon 0000 <gen>'s Head to face Murloc Tiderunner 0001 <gen>, offset by (0.00, 0.00, 45.00)
and on the trigger, you're locking it's chest ?
  • Animation - Lock DragonCall_Dummy[(Integer A)]'s Chest to face DragonCall_Dummy[5], offset by (0.00, 0.00, 45.00)

Well, It doesn't works for me ****!Q"!!!!"!
I just want them to look down from the sky when landing...
  • Animation - Lock DragonCall_Dummy[(Integer A)]'s Head to face DragonCall_Dummy[5], offset by (0.00, 0.00, 315.00)
Is this better?
I set them to be Locust, does that cause error?
 
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do you mean you want the dragon to go from picture 1 to picture 2 ?

if yes, i don't think it's possible...
 

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Level 12
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YES!
I want them to rush down into the land with that angle...
Why it isnt possible?

because Lock Body Part Facing only lock the facing of the units, so the units won't look anywhere else.

the only solution i know is to set the maximum pitch angle of the dragon to -60 degrees (or any degrees) on object editor.

this is the result :
 

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Level 18
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But via that setting, the unit will face -60 degrees permanently throughout the game, you can't make it temporary, unless you replace it with dummy unit while casting this spell.

The dragons are created high above and they rush down to the land and then they are removed and recreated high above upon casting again. the thing is, they should be permanently faced that angle ;)
 
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