I'm new to the map editing scene so forgive me if this problem is obvious.
So what I want to do is have siege breakers (merc siege tank from the WoL campaign) also have a mounted machine gun so that they can attack both ground and air units.
So what I've done so far is I added a turret with the terran auto-turret model to sit on top of my siege breaker that will shoot at targets alongside the main cannons. This works fine as I've confirmed that my tank's machine gun turrets can now do damage to zerglings and mutalisks. But there are still two problems I see.
1. The turret sitting on top of my siege breaker does not have a muzzle flash when shooting. So all that happens is when the machine gun shoots it plays the gunfire sound, deals damage, and the bullet effects appear on the target, but it doesn't actually look like the turret is shooting.
2. Every time the machine gun shoots, the siege tank's main cannons (the arclite cannons or whatever) perform a recoil animation. This looks silly because obviously the main cannons are not shooting, only the machine gun!
Can anyone explain to me how I might fix these problems?
1. You need an Action actor that uses a launch model. This is set up under the Combat: Launch Model field. You also need to specify what actor is the host of the launch site used by the action (in this case set it to your turret) so you may need a custom Site actor.
2. Under the Unit actor there are events that on weapon firing it plays the animation without specifying which weapon. Look at the HOTS queen of blades Unit actor to see how to make specific weapons play the animation.
Thanks for your help. I fixed problem 2, but I still have problem 1.
It seems that there are actually 2 new problems here:
1. The muzzle flash is appearing, but is actually appearing inside the siege breaker model. So the muzzle flash effect is being played at the origin of the siege breaker unit I guess.
2. The muzzle flash is always in the direction that the siege breaker's MAIN cannons are facing, which turn independently of the mounted machine gun.
So far what I have is:
-A site operation (local offset) actor which adjusts the machine gun's z axis position so it sits on top of the siege tank
-A model actor with the terran auto turret model, host siege tank, and host site operations to attach to the origin, and then to adjust the z axis
-A turret actor for the machine gun
-A site actor with host = (my model actor) and host site operations SOpAttachWeapon
-An action actor for the attack. This has the launch model, and the launch site is my site actor.
I have a suspicion that I may need to add some events to my siege tank's model actor so handle when my machine gun attacks. Do you think this is the case?
As the Action actor should be linked to an effect (Launch Missile or Damage effect) this is unlikely. The defaulting to the origin can be a sign that your Action actor is bugged. This often happens if it was duped resulting in the Art: Model and Art: Beam fields having non default values causing them to conflict.
An alternative is to use a Model actor attached to the gun of your turret that plays an animation when firing (on effect start).
A good test is to use a Launch Missile effect and see if the missile actor is dragged along the ground because that means your Action actor is faulty.
I'm new to the map editing scene so forgive me if this problem is obvious.
So what I want to do is have siege breakers (merc siege tank from the WoL campaign) also have a mounted machine gun so that they can attack both ground and air units.
I've followed the basics of this guide to achieve this: https://www.sc2mapster.com/forums/resources/tutorials/9000-data-working-with-turrets-beginner-difficulty/
So what I've done so far is I added a turret with the terran auto-turret model to sit on top of my siege breaker that will shoot at targets alongside the main cannons. This works fine as I've confirmed that my tank's machine gun turrets can now do damage to zerglings and mutalisks. But there are still two problems I see.
1. The turret sitting on top of my siege breaker does not have a muzzle flash when shooting. So all that happens is when the machine gun shoots it plays the gunfire sound, deals damage, and the bullet effects appear on the target, but it doesn't actually look like the turret is shooting.
2. Every time the machine gun shoots, the siege tank's main cannons (the arclite cannons or whatever) perform a recoil animation. This looks silly because obviously the main cannons are not shooting, only the machine gun!
Can anyone explain to me how I might fix these problems?
1. You need an Action actor that uses a launch model. This is set up under the Combat: Launch Model field. You also need to specify what actor is the host of the launch site used by the action (in this case set it to your turret) so you may need a custom Site actor.
2. Under the Unit actor there are events that on weapon firing it plays the animation without specifying which weapon. Look at the HOTS queen of blades Unit actor to see how to make specific weapons play the animation.
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
Thanks for your help. I fixed problem 2, but I still have problem 1.
It seems that there are actually 2 new problems here:
1. The muzzle flash is appearing, but is actually appearing inside the siege breaker model. So the muzzle flash effect is being played at the origin of the siege breaker unit I guess.
2. The muzzle flash is always in the direction that the siege breaker's MAIN cannons are facing, which turn independently of the mounted machine gun.
So far what I have is:
-A site operation (local offset) actor which adjusts the machine gun's z axis position so it sits on top of the siege tank
-A model actor with the terran auto turret model, host siege tank, and host site operations to attach to the origin, and then to adjust the z axis
-A turret actor for the machine gun
-A site actor with host = (my model actor) and host site operations SOpAttachWeapon
-An action actor for the attack. This has the launch model, and the launch site is my site actor.
I have a suspicion that I may need to add some events to my siege tank's model actor so handle when my machine gun attacks. Do you think this is the case?
As the Action actor should be linked to an effect (Launch Missile or Damage effect) this is unlikely. The defaulting to the origin can be a sign that your Action actor is bugged. This often happens if it was duped resulting in the Art: Model and Art: Beam fields having non default values causing them to conflict.
An alternative is to use a Model actor attached to the gun of your turret that plays an animation when firing (on effect start).
A good test is to use a Launch Missile effect and see if the missile actor is dragged along the ground because that means your Action actor is faulty.
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