I have created an ability for the tempest that launches splash attacks in a line (create persistent). The persistent's periodic effect is a launch missile with a separate ammo unit + ammo unit actor (tempest's ground projectile) from the tempest's normal attack that applies a search area on the ground on impact.
The persistent itself is working and damaging correctly, I can get the missile to hit the correct target point but it's launched from the ground below the tempest. I can also set the height but I would prefer if it was launched from the tempest's normal weapon attack site.
I also tried making a separate action actor, at which points the missiles launch from the right point but don't hit the right point- if I set impact site under combat to sopAttachTargetPoint, they hit right but get launched from the ground again.
Anyone know how to solve this?
The markers for the persistent are also not working (damage overlaps). Some info on the correct setup for that would be welcome as well.
the action actor also handles the attachments for starting the missile. is the missile actor set to the right one? did you change the launching site ops (dunno how it is called correctly, just check other action actor which field is used to attach to weapon)
Make sure you have a validator attached to the effect (damage) that checks for the effect's markers (unitcomparemarkercount). If that doesn't work, try validating for different effect markers but validating at the effect (damage) level.
Whenever I have Marker issues, I make my own by adding a buff ("Recentlydamagedbyability_") with a short duration and having the damage or effect validate that the target does not have this buff.
If it'd be hit by crossfire, not sure how this'd work. I'm not too pro with Markers so I'm not sure the above would work for you but give it a try.
Launch-
Not really sure, I think it'd be the Launch Site Ops from the attack actor. Make sure you check your missile and missile mover height settings.
I have created an ability for the tempest that launches splash attacks in a line (create persistent). The persistent's periodic effect is a launch missile with a separate ammo unit + ammo unit actor (tempest's ground projectile) from the tempest's normal attack that applies a search area on the ground on impact.
The persistent itself is working and damaging correctly, I can get the missile to hit the correct target point but it's launched from the ground below the tempest. I can also set the height but I would prefer if it was launched from the tempest's normal weapon attack site.
I also tried making a separate action actor, at which points the missiles launch from the right point but don't hit the right point- if I set impact site under combat to sopAttachTargetPoint, they hit right but get launched from the ground again.
Anyone know how to solve this?
The markers for the persistent are also not working (damage overlaps). Some info on the correct setup for that would be welcome as well.
the action actor also handles the attachments for starting the missile. is the missile actor set to the right one? did you change the launching site ops (dunno how it is called correctly, just check other action actor which field is used to attach to weapon)
With the action actor the launch is correct but the projectiles all fly to the end of the persistent instead of impacting at the offsets
Markers -
Make sure you have a validator attached to the effect (damage) that checks for the effect's markers (unitcomparemarkercount). If that doesn't work, try validating for different effect markers but validating at the effect (damage) level.
Whenever I have Marker issues, I make my own by adding a buff ("Recentlydamagedbyability_") with a short duration and having the damage or effect validate that the target does not have this buff.
If it'd be hit by crossfire, not sure how this'd work. I'm not too pro with Markers so I'm not sure the above would work for you but give it a try.
Launch-
Not really sure, I think it'd be the Launch Site Ops from the attack actor. Make sure you check your missile and missile mover height settings.
you have to set the target of the missile to the effect that is run at the offset.