@Alnatair: Go You need to create or edit the Action actor for this attack. Check the Marauder's action actor, it's the one that fits your attack best. The two attacks (Marine's and Marauder's) work in different ways because the Marine doesn't launch a missile. And the action actor must specify which effects are called.
@Alnatair: Go The attach method is probably correct. What you need to change are the effects this action actor references. Find all entries that link to an effect and see if they are using the correct effects.
The Marauder weapon uses a special AttachMethod that's linked to the Launch Missile effect. You'd have to copy it and link it to your copied Launch effect for it to work (AttachMethods are a seperate data type). This is because the Marauder alternates between its two arms when firing.
For the "burst fire" just use a Persistent effect that casts the Launch Missile effect three times, you'll get the sound automatically if the Action actor is linked to the Launch+Damage effects (multimissile reference: Viking, Hellstorm campaign upgrade)
Color change: Behavior.On->SetTintColor; You can use a Simple type actor to produce the effect on any affected unit, check the "Mass Recall Opacity" actor.
There's one for team color too, but I think you must give an explicit RGB color, so you'll have to find the stock team colors in a presets list. The overall structure remains the same.
Yeah, I'm making a Cortex Roleplay map, I don't want any triggers in there.
Also, how would I make a bright flash upon firing the weapon?
The marine's body already illuminates upon attacking, I want to create the same kind of effect.
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@Alnatair: Go You need to create or edit the Action actor for this attack. Check the Marauder's action actor, it's the one that fits your attack best. The two attacks (Marine's and Marauder's) work in different ways because the Marine doesn't launch a missile. And the action actor must specify which effects are called.
I'm guessing it's the Attach Methods under Marauder Attack? I have no clue how to work those.
Excuse my Newbie Skill.
@Alnatair: Go The attach method is probably correct. What you need to change are the effects this action actor references. Find all entries that link to an effect and see if they are using the correct effects.
Gave up on the Marauder weapon, BUT! I found that the Hydralisk weapon works perfectly on the Marine. Solution for my lazy newb skilled map!
Duplicate the Hydralisk weapon and swap the models on the hybralisk missile.
On a side note, how would I have a behavior change the color of a unit? No triggers involved.
The Marauder weapon uses a special AttachMethod that's linked to the Launch Missile effect. You'd have to copy it and link it to your copied Launch effect for it to work (AttachMethods are a seperate data type). This is because the Marauder alternates between its two arms when firing.
For the "burst fire" just use a Persistent effect that casts the Launch Missile effect three times, you'll get the sound automatically if the Action actor is linked to the Launch+Damage effects (multimissile reference: Viking, Hellstorm campaign upgrade)
Color change: Behavior.On->SetTintColor; You can use a Simple type actor to produce the effect on any affected unit, check the "Mass Recall Opacity" actor.
Thanks, I'll try the Persistent. (Switched from Marauder to Hydralisk and used a different model for the Ammo Unit, it works perfectly now)
What I meant to say was Team-Color, not Tint. (Sorry for the confusion)
-Thanks for your help, Photoloss.
@Alnatair: Go
There's one for team color too, but I think you must give an explicit RGB color, so you'll have to find the stock team colors in a presets list. The overall structure remains the same.
Does this require any trigger work? Or is it strictly Data editor?
@Alnatair: Go
Strictly Data. Though you could certainly do this with triggers.
Yeah, I'm making a Cortex Roleplay map, I don't want any triggers in there.
Also, how would I make a bright flash upon firing the weapon? The marine's body already illuminates upon attacking, I want to create the same kind of effect.