Don't think of it. I enjoyed playing with the siege tank :)
There's no easy way to see the difference between the maps that I know of. The only changes in the newest map I uploaded is the 2 actors I described, and Crucio Shock Cannon Missile's Impact Location to Target Point.
I'd advice you to make small changes and test for every change you make. Even now that you only copy from one map to another. That way you'll see what does what, and slowly but steadily you'll be able to use the editor much more smoothly and create new things from the grounds up withouth a second thought.
Ok, I got everything copied over, and I believe I'm on the brink of getting this working, but I have one problem: the missile's model it set to invisible, but I see a white sphere flying across the map.
That means no actor is created for the missile unit. Check the actor events and make sure the creation event exist. It should look something like:
UnitBirth.CrucioShockCannonMissile
Create
Alternatively, you can specify the unit the actor is intended for at the very top of the actor where it says Unit Name. When you do, a creation event will automatically be set for you.
If so, the source name was empty, and I changed it to the correct missile, but it still shoots the white sphere. The unit field at the top of the actor's properties also has the Crucio Shock Cannon Missile in it.
I see. Something must have been modified so the unit field at the top won't do it's job. It's annoying, but just the way it is. You can fix it by adding the event manually.
Open up the event window you have there in your png. Right click -> Add Event. Change it to
UnitBirth.CrucioShockCannonMissile
Create
I know that you already figured it out, but wouldn't it be easier to just alter the "chance field" in the weapon damage effect so it only did damage on a percent base?
I'm not exactly sure. That doesn't sound like it would have the same visual effect and actual randomness to it based on projectile travel speed and distance.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
@Bagofsheep: Go
Don't think of it. I enjoyed playing with the siege tank :)
There's no easy way to see the difference between the maps that I know of. The only changes in the newest map I uploaded is the 2 actors I described, and Crucio Shock Cannon Missile's Impact Location to Target Point.
I'd advice you to make small changes and test for every change you make. Even now that you only copy from one map to another. That way you'll see what does what, and slowly but steadily you'll be able to use the editor much more smoothly and create new things from the grounds up withouth a second thought.
Alright, thanks.
I do test a lot to see what effect my changes have. It is time consuming, but I learn a lot.
Ok, I got everything copied over, and I believe I'm on the brink of getting this working, but I have one problem: the missile's model it set to invisible, but I see a white sphere flying across the map.
@Bagofsheep: Go
That means no actor is created for the missile unit. Check the actor events and make sure the creation event exist. It should look something like:
UnitBirth.CrucioShockCannonMissile
Create
Alternatively, you can specify the unit the actor is intended for at the very top of the actor where it says Unit Name. When you do, a creation event will automatically be set for you.
Is this what you are talking about?
http://img137.imageshack.us/img137/7043/crucio.png
If so, the source name was empty, and I changed it to the correct missile, but it still shoots the white sphere. The unit field at the top of the actor's properties also has the Crucio Shock Cannon Missile in it.
@Bagofsheep: Go
I see. Something must have been modified so the unit field at the top won't do it's job. It's annoying, but just the way it is. You can fix it by adding the event manually.
Open up the event window you have there in your png. Right click -> Add Event. Change it to
UnitBirth.CrucioShockCannonMissile Create
It works! Finally! Thank you so much.
@Bagofsheep: Go
I know that you already figured it out, but wouldn't it be easier to just alter the "chance field" in the weapon damage effect so it only did damage on a percent base?
I'm not exactly sure. That doesn't sound like it would have the same visual effect and actual randomness to it based on projectile travel speed and distance.