Hi, I wanted to ask if its possible to offset the projectile of the hyperion yamato ability on the Z axis, basically making it spawn above the battlecruiser WITHOUT changing the attachement point.
Somehow I managed to do it by setting the UI Height of the projectile unit to a higher value, however, not only am I not able to replicate that, however, that version also causes massive framedrops over a longer period of gameplay, assuming that its some sort of stacking error.
Anyways, if you know a different way or how to do it the way I managed to get it to work somehow, but in a cleaner fashion, then please let me know. Thx!
Somehow I managed to do it by setting the UI Height of the projectile unit to a higher value, however, not only am I not able to replicate that, however, that version also causes massive framedrops over a longer period of gameplay, assuming that its some sort of stacking error.
Ah I see, I guess I missed that. The only other easy way I can think of without actor events would be to use some kind of site operation which he is trying to avoid.
Honestly I'm not the best person to ask on how to change height with actor events as it never seems to work for me. Hopefully someone will know how to do it.
I'm not sure how it adds frame drops for you, doesn't seem to for me.
You can use an offset attachment actor and put it in the missiles launch site ops. I believe the actor used would be Attachment (Local Offset) or something along those lines.
I am having the same problem, I tried tons of stuff to make it right.
The problem with site ops that if I dont use harness, than it gets bugged, if I use harness and local offset too, than local offset doesnt have any effect.
Why are you trying to not use local offset? I believe that would be the only clean way to make what you want to do work. And technically you wouldn't be changing the attachment point, just adding to it :)
You can use an offset attachment actor and put it in the missiles launch site ops. I believe the actor used would be Attachment (Local Offset) or something along those lines.
Is there a tutorial for this?
Edit: Anyways, I managed to do it the way you described it and it seems to work, thanks, however, now the projectile is also offset when it hits the unit, which is not really what I was shooting for. What I would like is that the projectile starts at an offset, but hits the targeted location without an offset. Can that be done?
Hmmm... I'm not sure what may have caused that problem, but I suppose you could could make another offset for the hit site ops and make it the opposite of the launch site ops. But the missile should hit the unit even if you set launch site to have a local offset, unless you did something else to it.
Mh, could it be because the ability shoots at a location and not a unit?
Edit: Now Ive tried several things, including trying to make another attachement actor that is the opposite of what the first one is. However, negative offsets dont seem to function at all (wtf?!). Now, maybe Ive put the attachment actor into the wrong site operation field and thats why it changes the height even on the impact point. Can you specify which exact field I need to put the attachement actor into?
God this data editor is so freaking frustrating, its literally works against you it seems..... ARG...
Ok here is my idea. Set the opacity of the original missile to be invisible, you do this in the actor events. Now attach a model that dies nothing but look pretty to the missile. You can give the attached model the offsets and your problems should be solved.
Ok here is my idea. Set the opacity of the original missile to be invisible, you do this in the actor events. Now attach a model that dies nothing but look pretty to the missile. You can give the attached model the offsets and your problems should be solved.
But that would mean the missile is still offset if it hits the target, right?
@Oparcus
Ive send you a PM, please check it out :)
He probably means that you can set impact site ops too...
Though host site ops placement somehow doesnt work for me.
Yeah, I know that I can set the impact site ops, too, but negative values dont seem to work for those, and only those, which is really freaking annoying.
And yeah, I cant get the host stie ops to work, either.
Hi, I wanted to ask if its possible to offset the projectile of the hyperion yamato ability on the Z axis, basically making it spawn above the battlecruiser WITHOUT changing the attachement point.
Somehow I managed to do it by setting the UI Height of the projectile unit to a higher value, however, not only am I not able to replicate that, however, that version also causes massive framedrops over a longer period of gameplay, assuming that its some sort of stacking error.
Anyways, if you know a different way or how to do it the way I managed to get it to work somehow, but in a cleaner fashion, then please let me know. Thx!
@Crainy: Go
find the missiles corresponding unit and edit the UI:Height field. That should change it.
@JacktheArcher: Go Thats what he initially tried, and it didn't work.
@Zolstice: Go
Ah I see, I guess I missed that. The only other easy way I can think of without actor events would be to use some kind of site operation which he is trying to avoid.
Just to clarify: the "UI:Height" thing "worked" once, however, it seems to be causing massive framedrops.
How could it be done using Actor Events? I already tried it, but im generally a total noob in the data editor.
@Crainy: Go
Honestly I'm not the best person to ask on how to change height with actor events as it never seems to work for me. Hopefully someone will know how to do it.
I'm not sure how it adds frame drops for you, doesn't seem to for me.
You can use an offset attachment actor and put it in the missiles launch site ops. I believe the actor used would be Attachment (Local Offset) or something along those lines.
@Oparcus: Go
He said he wants to avoid that.
I am having the same problem, I tried tons of stuff to make it right.
The problem with site ops that if I dont use harness, than it gets bugged, if I use harness and local offset too, than local offset doesnt have any effect.
Why are you trying to not use local offset? I believe that would be the only clean way to make what you want to do work. And technically you wouldn't be changing the attachment point, just adding to it :)
Is there a tutorial for this?
Edit: Anyways, I managed to do it the way you described it and it seems to work, thanks, however, now the projectile is also offset when it hits the unit, which is not really what I was shooting for. What I would like is that the projectile starts at an offset, but hits the targeted location without an offset. Can that be done?
Hmmm... I'm not sure what may have caused that problem, but I suppose you could could make another offset for the hit site ops and make it the opposite of the launch site ops. But the missile should hit the unit even if you set launch site to have a local offset, unless you did something else to it.
Mh, could it be because the ability shoots at a location and not a unit?
Edit: Now Ive tried several things, including trying to make another attachement actor that is the opposite of what the first one is. However, negative offsets dont seem to function at all (wtf?!). Now, maybe Ive put the attachment actor into the wrong site operation field and thats why it changes the height even on the impact point. Can you specify which exact field I need to put the attachement actor into?
God this data editor is so freaking frustrating, its literally works against you it seems..... ARG...
@Crainy: Go
Ok here is my idea. Set the opacity of the original missile to be invisible, you do this in the actor events. Now attach a model that dies nothing but look pretty to the missile. You can give the attached model the offsets and your problems should be solved.
But that would mean the missile is still offset if it hits the target, right?
@Oparcus Ive send you a PM, please check it out :)
Do like the ghost EMP Action type actor.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Not a clue what to do with this information.
He probably means that you can set impact site ops too...
Though host site ops placement somehow doesnt work for me.
Yeah, I know that I can set the impact site ops, too, but negative values dont seem to work for those, and only those, which is really freaking annoying.
And yeah, I cant get the host stie ops to work, either.
The mover for the missile has a field that prevents it going below the terrain height.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg