Alright guys, I've got my missile firing and all is well EXCEPT that it's doing some weird movement issues.
My Terrain is all just deformed height custom pathing applied. My missile works fine if I'm shooting it on level ground, but because im using the Persistent with an Offset trick to get it to fly a certain range I cant specify the Z height that the missile needs to fly to, so it wants to go down every time.
So if I shoot my missile and the Offset is off the side of my terrain, the missile hits the ground and slowly slides towards the custom cliff edge.
Anyone know a way in the data editor to make a missile never change it's height or orientation and make it fly straight on a 2D plane?
I'm looking for the solution as well. I did notice that the Hellion's flamethrower attack bypasses this problem using "Launch Height" in the Site of Operations in the HellionBeamImpact actor... If you know anything about actors, you can probably find a way to use site of operations correctly, and keep the missile upright. Maybe you could try using Hellion Attack Beam and HellionBeamImpact as a reference.
P.S. If you find a solution, either by figuring out the Launch Height site of operations, or by doing something else, let me know - because I'm having the same troubles D:
Alright guys, I've got my missile firing and all is well EXCEPT that it's doing some weird movement issues.
My Terrain is all just deformed height custom pathing applied. My missile works fine if I'm shooting it on level ground, but because im using the Persistent with an Offset trick to get it to fly a certain range I cant specify the Z height that the missile needs to fly to, so it wants to go down every time.
So if I shoot my missile and the Offset is off the side of my terrain, the missile hits the ground and slowly slides towards the custom cliff edge.
Anyone know a way in the data editor to make a missile never change it's height or orientation and make it fly straight on a 2D plane?
OMG exactly what I'm searching for, too
any solutions anyone?
@Ousnius: Go
Bump for greater justice.
I'm looking for the solution as well. I did notice that the Hellion's flamethrower attack bypasses this problem using "Launch Height" in the Site of Operations in the HellionBeamImpact actor... If you know anything about actors, you can probably find a way to use site of operations correctly, and keep the missile upright. Maybe you could try using Hellion Attack Beam and HellionBeamImpact as a reference.
P.S. If you find a solution, either by figuring out the Launch Height site of operations, or by doing something else, let me know - because I'm having the same troubles D: