Unit Pitch/Roll?

emootootoo

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Where's the equiv to maximum pitch/roll from world editor to rotate a unit sideways and stuff? If there is one anyway.
 

Derek0

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Perhaps this will help you:

http://forums.sc2mapster.com/development/map-development/902-rotating-units-around-x-or-y-axis/#p16

It works by sending actor messages to the unit, to set it's rotation based on pitch, roll, and yaw. The only problem is if you move a unit instantly, it resets the angles.

If anyone knows of another way to do this where it doesn't reset after moving the unit, please tell us.

EDIT: 2 other problems with this solution.
1) Roll seems to do nothing. The above thread noted this but they didn't seem to get it working.
2) If you apply the gPitch to a camera's Angle of Attack, it's inverted. The camera moves one way and the actor moves the other.

I'm to good with trigonometry, if anyone has a solution to these please post.

Trigger is as follows: (taken from the map in the above thread)
Trigger:
  • Rotate Actor to Deg
    • Options: Action
    • Return Type: (None)
    • Parameters
      • Unit = No Unit <Unit>
      • Roll = 0.0 <Real>
      • Yaw = 0.0 <Real>
      • Pitch = 0.0 <Real>
    • Grammar Text: Rotate Actor to Deg(Player, Roll, Yaw, Pitch)
    • Hint Text: (None)
    • Custom Script Code
    • Local Variables
      • Actor = (Actor for Unit) <Actor>
      • ForwardX = (Cos(Yaw)) <Real>
      • ForwardY = (Sin(Yaw)) <Real>
      • ForwardZ = (Sin(Pitch)) <Real>
      • UpX = (Cos(Roll)) <Real>
      • UpY = (Sin(Roll)) <Real>
      • UpZ = (Cos(Pitch)) <Real>
    • Actions
      • Actor - Send message (SetRotation ForwardX ForwardY ForwardZ UpX UpY UpZ) to actor Actor
 

emootootoo

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managed to atleast keep the units rotation while moving it with a timer

Code:
p = Point(x,y);
        if (ModI(Guys[i].count,2) == 0)
        {
            libNtve_gf_ShowHideUnit(Guys[i].theGuy,true);
            UnitSetPosition(Guys[i].theGuy,p,false);
            ActorSend(libNtve_gf_MainActorofUnit(Guys[i].theGuy2),libNtve_gf_SetRotation(0,-1,10,0,0,0));
            libNtve_gf_ShowHideUnit(Guys[i].theGuy2,false);
        }
        else
        {
            libNtve_gf_ShowHideUnit(Guys[i].theGuy2,true);
            UnitSetPosition(Guys[i].theGuy2,p,false);
            ActorSend(libNtve_gf_MainActorofUnit(Guys[i].theGuy),libNtve_gf_SetRotation(0,-1,10,0,0,0));
            libNtve_gf_ShowHideUnit(Guys[i].theGuy,false);
        }

just have to use two units, and alternate them every timer tick so that their rotation is set the tick before they are moved

still, this is dodgy as hell and nowhere near usable for much

if the last 3 params actually did something it might actually be usable

the only thing i can see this being useful for is if you need something to lie on its back and possibly code its movement

edit: vid of my map, you should realise why i want this now http://www.youtube.com/watch?v=rFMsnSvb6ZQ
 

Derek0

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I think I may be on to something, but I can't see to get it to work.

I've found that under the actor's "Hosting - Host Site Operations" field in the data editor, there's an option to hold rotation. It looks like if I can turn it on, I can move the unit without resetting the rotation, but I need to turn it off to set the rotation. I've found the actor message that allows me to turn this on and off, but I don't know what to give it. Here's what I have:

Trigger:
  • Actions
    • Actor - Send message (HostSiteOpsSet "::Host" "SOpBankerViking" 0 0) to actor Actor
    • Actor - Send message (SetRotation ForwardX ForwardY ForwardZ UpX UpY UpZ) to actor Actor
    • Actor - Send message (HostSiteOpsSet "::Host" "SOpBankerViking" 0 1) to actor Actor


But it keeps telling me it's invalid. I'm using the viking model, and in the data editor the Operations field just has "SOpBankerViking". The first number seems to be Hold Position, and the second seems to be Hold Rotation. In the hint text for the HostSiteOpsSet message, it says that the Host Name is typically ::Host, so that's what I put.

I must be doing something wrong. Anyone know what it is?
 

2-P

I will work hard tomorrow
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Use the Site Operation - Explicit Rotation actor.

Just add it to the actor of the unit you want to roll. No need for triggers.
 

Derek0

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That seems to work for a constant rotation, which I think is what emootootoo is asking for. My problem is a little more advanced.

I require my unit to rotate on key press. I added that to my actor, and now when I move the unit instantly, the units model flickers between a forward facing unit and whatever I have rotated it to after the map started.

I'm currently ignoring the roll problem, I'll adapt around it. Fixing the pitch was easy. The only problem that remains is that the rotation resets on movement. Which is why I need to find out a way to hold the rotation while I move it.


EDIT: I found the "Host" option I'm supposed to use for HostSiteOpsSet, it's under Preset. Only problem is, when I try to save it it calls it a Syntax Error. Is this a bug?
 

emootootoo

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how does one add an actor to an actor?

tried adding the site operation - explicit rotation actor to my main unit actor as an alias but that didn't work, and i don't really see anything else that looks like the right way to add it
 

wingdnosring

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Yeah I'd like to know how to do this too. How do you add a constant pitch/roll rotation to an actor? I see the Site Operation field mentioned and can click Hold Rotation (which may or may not fix the problem of it resetting on movement?) but couldn't find Explicit Rotation Actor.
 
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