Let me preface this with the fact, that my expertise concerning actors and how to properly use them is comparatively poor.
I am currently implementing a system into my map that changes the way units shoot, causing their weapons to have a form of bullet spray - simulating bullet spray. This means that my units will shoot a bullet at a location even if that location has no valid targets in it.
I modelled my system on a tutorial found here: LINK. Everything works perfectly fine, but I noticed (and this is a problem that the aforementioned tutorial has as well) that whenever a bullet shoots without hitting any targets, the following Warning Message is thrown:
CActorAction(RifleAttack) Data Configuration Error: ActionImpactPhysics message arrived before CActorAction(RifleAttack) commenced.
Could someone please enlighten me as to how I may alleviate this issue; I think an actor message needs to be added/modified somewhere, but I am certain as to the where and what.
Found a way to fix it. I added a new term to Effect.RifleSearchArea.Stop of the type At Target which seems to check that the target has been hit before sending the ActionImpactPhysics message.
Let me preface this with the fact, that my expertise concerning actors and how to properly use them is comparatively poor. I am currently implementing a system into my map that changes the way units shoot, causing their weapons to have a form of bullet spray - simulating bullet spray. This means that my units will shoot a bullet at a location even if that location has no valid targets in it.
I modelled my system on a tutorial found here: LINK. Everything works perfectly fine, but I noticed (and this is a problem that the aforementioned tutorial has as well) that whenever a bullet shoots without hitting any targets, the following Warning Message is thrown:
CActorAction(RifleAttack) Data Configuration Error: ActionImpactPhysics message arrived before CActorAction(RifleAttack) commenced.
Could someone please enlighten me as to how I may alleviate this issue; I think an actor message needs to be added/modified somewhere, but I am certain as to the where and what.
Found a way to fix it. I added a new term to Effect.RifleSearchArea.Stop of the type At Target which seems to check that the target has been hit before sending the ActionImpactPhysics message.
Else just delete the event in the Action type actor that creates the physics impact.
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
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