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Rotate unit

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why not just lock the bone "head" to a Z-offset so the unit is looking up?

If you use the Vexorian/Infrane/Anitarf dummy, you have to attach a special effect with your unit's model path to the origin of a dummy unit hosting that model file and set its animation integer index to 0 (or 270, I can't remember which) using custom script. During this time, your original unit needs to be hidden so there aren't "2" of them. Lastly, You cannot change the animation of a special effect, so the unit can only be in an offset standing position.

The only other alternative is to make a custom model based off of your unit and modify it to whatever you need it to do.
 
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I dont know why Vexorian bothered to actually make 180 animations instead of making the entire (1 poly?) model be attached to the chest bone.

If it is a custom model, you can just attach the entire model to either of the two bones and use the trigger to point into any direction you want.
 
They could have done that, but with how JASS can be I think SetUnitAnimationByIndex is faster than SetUnitLookAt due to the usage of a string and a heavy amount of variables in the latter. It clearly was more work for them, but if it's faster than all the speed freaks are all over it.

Maybe I should make a model that has its chest at the same point as the origin, and see how much smaller the model size will be. You can then even set the facing instantly. Hey - that seems like it solves all the problems right there. Now I need to study up and find out how to do that.
 
They could have done that, but with how JASS can be I think SetUnitAnimationByIndex is faster than SetUnitLookAt due to the usage of a string and a heavy amount of variables in the latter. It clearly was more work for them, but if it's faster than all the speed freaks are all over it.

Maybe I should make a model that has its chest at the same point as the origin, and see how much smaller the model size will be. You can then even set the facing instantly. Hey - that seems like it solves all the problems right there. Now I need to study up and find out how to do that.

Just a followup - it looks like it can't be done. No special effect art is showing up on the dummy unit regardless of where I attach the effect to after following the steps on wc3c's SetUnitFacing Instant tutorial using SetUnitLookAt. The only thing which works is the Vexorian/Anitarf/INFraNe dummy model.
 
So i can change the fighres in triggers?

I don't really know what you are trying to do. If you want a unit upside down, that is what the video shows. If you want a unit to do a barrel roll as an ability then you make some 12 variations of the unit with slightly offset roll angles, then loop through replacing one unit with the next. Yes, that is a trigger. You have not said much so it is hard for me to gauge what your ability level is. Also, what exactly do you want the unit to do and why?
 
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