# Host Site Operations

As ProzaicMuse eloquently put it, "**Hosting and Site Operations** are nothing more than points of reference for alignment instructions. Either you're linking two objects together with references so that they can "speak" to each other, or you're telling an object that it needs to be here and/or moved to there. If actors are the puppeteers, units are the puppets and behaviors/effects are the puppets features then hosting/site operations are the strings. They tell everything where they need to be."

In a practical sense, Host Site Operations can be used to attach models to units (i.e. an aura around a unit or simply a shield to a Marine) or even to decide where weapons fire from on a unit (i.e. launching Missiles from Thor's shoulders but shooting bullets from his guns).

Hopefully this list will be expanded upon as more information is learned about these values.

## List of Default Site Operations

### Site Operation (2D Rotation)

**SOp2DRotation**:

### Site Operation (Action)

**SOpActionCenter**:**SOpActionImpact**:**SOpActionLaunch**:

### Site Operation (Attachment Volume)

**SOpAttachVolumeNoVizEnhance**:**SOpAttachVolumeStandard**:

### Site Operation (Attachment)

The "Attachment" operation is commonly used to attach a model to a unit. Attachment points can vary based on the unit, but some are the same no matter what.

To see specific attachment points for a certain unit, open up the **Previewer** in "Window > Previewer" (Ctrl+Shift+V). With the Previewer window open, go to "**Render > Show Geometry > Attachment Points**" (A). Now find whichever unit you would like to check and see the specific points for that unit.

**SOpAttachCenter**: Attaches the model to the center of a unit.**SOpAttachCenterSoft**:**SOpAttachCenterStationary**: Attaches the model to the center of a unit, but keeps the model in that spot on the map regardless of where the unit moves to. Essentially if you attach a landing light to "SOpAttachCenterStationary" of a Marine, it will appear to be inside of that Marine until the unit moves away and the landing light will just float above the ground as an immobile object.**SOpAttachCustomA**:**SOpAttachHardPoint**: Specifically attaches the model to "HardPoint" on the unit. This does require the unit to have a "HardPoint" point, so this varies based on the unit.**SOpAttachHardPoint01**: Specifically attaches the model to "HardPoint01" on the unit. This does require the unit to have a "HardPoint01" point, so this varies based on the unit.**SOpAttachHardPoint02**: Specifically attaches the model to "HardPoint02" on the unit. This does require the unit to have a "HardPoint02" point, so this varies based on the unit.**SOpAttachHardPoint03**: Specifically attaches the model to "HardPoint03" on the unit. This does require the unit to have a "HardPoint03" point, so this varies based on the unit.**SOpAttachHardPoint04**: Specifically attaches the model to "HardPoint04" on the unit. This does require the unit to have a "HardPoint04" point, so this varies based on the unit.**SOpAttachHarness**:**SOpAttachHarnessSoft**: This seems to have an outcome similar to "SOpAttachOrigin," as the model attaches to the base of the unit. Interestingly enough, however, I attached a building's model to a unit and the building's base shadow remained stationary on the ground despite the unit moving around.**SOpAttachHarnessStationary**:**SOpAttachHead**: Attaches the model to the head (or whatever would be considered the head) of the unit. Note that on units with turrets, this can attach the model to the head of the turret so the model faces the same direction as the turret when firing.**SOpAttachHeadSound**:**SOpAttachOrigin**: Attaches the model to the base of the unit. This value is commonly used for visual depictions of auras, or anything else that would need be seen at the feet of a unit.**SOpAttachOriginStationary**: Attaches the model to the base of a unit, but keeps the model in that spot on the map regardless of where the unit moves to. Essentially if you attach a landing light to "SOpAttachOriginStationary" of a Marine, it will appear at the feet of that Marine until the unit moves away and the landing light will remain on the ground as an immobile object.**SOpAttachOverhead**: Attaches the model to a point floating above the unit.**SOpAttachRandomDamage**:**SOpAttachRandomWeapon**: Attaches the model to a randomly selected "Weapon" point on the unit. On units with only one "Weapon" point, this operation has no visible effect, while on a unit with multiple "Weapon" points, you will see it change each time the unit is made.**SOpAttachRollingWeaponStripe**:**SOpAttachShield**: Attaches a model to the "Shield" point on a unit. Each unit has a different "Shield" point, so this varies based on unit.**SOpAttachTarget**: Attaches a model to the "Target" point on a unit. Each unit has a different "Target" point, so this varies based on unit.**SOpAttachTurret**: Attaches a model to the turret on a unit. This does require the unit to have a turret in the first place, otherwise the model will be attached tot he ground as an immobile object.**SOpAttachWeapon**: Attaches the model to the primary weapon location of the unit. This location varies based on the unit (i.e. it appears on a Zealot's left hand, an Archon's right hand, and at the front of a Siege Tank's cannon barrel).**SOpAttachWeapon01**: Specifically attaches the model to "Weapon01" on the unit. This does require the unit to have a "Weapon01" point, so this varies based on the unit.**SOpAttachWeapon01Soft**: Specifically attaches the model to "Weapon01" on the unit. This does require the unit to have a "Weapon01" point, so this varies based on the unit. Interestingly enough unlike "SOpAttachWeapon01," this will attach the model to the base of a unit if they have no "Weapon01" point.**SOpAttachWeapon02**: Specifically attaches the model to "Weapon02" on the unit. This does require the unit to have a "Weapon02" point, so this varies based on the unit.**SOpAttachWeapon03**: Specifically attaches the model to "Weapon03" on the unit. This does require the unit to have a "Weapon03" point, so this varies based on the unit.**SOpAttachWeapon04**: Specifically attaches the model to "Weapon04" on the unit. This does require the unit to have a "Weapon04" point, so this varies based on the unit.**SOpAttachWeapon05**: Specifically attaches the model to "Weapon05" on the unit. This does require the unit to have a "Weapon05" point, so this varies based on the unit.**SOpAttachWeapon06**: Specifically attaches the model to "Weapon06" on the unit. This does require the unit to have a "Weapon06" point, so this varies based on the unit.**SOpAttachWeapon07**: Specifically attaches the model to "Weapon07" on the unit. This does require the unit to have a "Weapon07" point, so this varies based on the unit.**SOpAttachWeapon08**: Specifically attaches the model to "Weapon08" on the unit. This does require the unit to have a "Weapon08" point, so this varies based on the unit.**SOpAttachWeapon09**: Specifically attaches the model to "Weapon09" on the unit. This does require the unit to have a "Weapon09" point, so this varies based on the unit.**SOpAttachWeapon11**: Specifically attaches the model to "Weapon11" on the unit. This does require the unit to have a "Weapon11" point, so this varies based on the unit.**SOpAttachWeapon12**: Specifically attaches the model to "Weapon12" on the unit. This does require the unit to have a "Weapon12" point, so this varies based on the unit.**SOpAttachWeapon21**: Specifically attaches the model to "Weapon21" on the unit. This does require the unit to have a "Weapon21" point, so this varies based on the unit.**SOpAttachWeapon24**: Specifically attaches the model to "Weapon24" on the unit. This does require the unit to have a "Weapon24" point, so this varies based on the unit.**SOpAttachWeaponLeft**: Specifically attaches the model to the*left*hand of the unit, if the unit has a weapon in that hand (this does not apply to units like the "Thor," however).**SOpAttachWeaponRight**: Specifically attaches the model to the*right*hand of the unit, if the unit has a weapon in that hand (this does not apply to units like the "Thor," however).

### Site Operation (Basic)

**SOpBasicActorPositionFollow**:**SOpBasicCreatorFollow**:**SOpBasicCreatorPositionFollow**:**SOpBasicCreatorStationary**:**SOpBasicInitialBearings**:**SOpBasicScopeFollow**:**SOpBasicScopeStationary**:

### Site Operations (Effect)

**SOpCasterPoint**:**SOpMissile**:**SOpSourcePoint**:**SOpSourcePointStationary**:**SOpTargetPoint**:**SOpTargetPointStationary**:**SOpTargetUnit**:**SOpTargetUnitZ**:

### Site Operations (Explicit Rotation)

**SOp180**:

### Site Operations (Forward Vector)

**SOpForwardCasterPoint**:**SOpForwardCasterPointInverted**:**SOpForwardDefault**:**SOpForwardImpactGuide**:**SOpForwardLaunchGuide**:**SOpForwardLaunchGuideDamage**:**SOpForwardLaunchGuideStationary**:**SOpForwardNorth**:**SOpForwardPointsUp**:**SOpForwardSourcePoint**:**SOpForwardTargetPoint**:**SOpForwardTargetPointInverted**:

### Site Operations (Height)

**SOpHeightLaunch**:

### Site Operations (Host Bearings)

**SOpCasterOverhead**:

### Site Operations (Local Offset)

**SOpHigherBy3**:**SOphigherBy5**:

### Site Operations (Patch)

**SOpPatch10**:**SOpPatch15**:**SOpPatch35**:**SOpPatch360**:**SOpPatch45**:**SOpPatch5**:

### Site Operations (Random Point In Circle)

**CActorSiteOpRandomPointInCircle**:

### Site Operations (Selection Offset)

**SOpSelectionOffset**:

### Site Operations (Shadow)

**SOpShadow**:**SOpShadowAsyncPrecise**:**SOpShadowSyncAir**:**SOpShadowSyncGround**:

### Site Operations (Smooth Rotation)

**SOpRotationSmooth**:

### Site Operations (Up Vector)

**SOpUpDefault**:

### Site Operations (Variance Rotation)

**SOpRotVariancerForward30**:**SOpRotVariancerUp15**: