Hey Ive been working on an ability to have a siege tank fire whenever you used that ability or at least make it look like it. I have run into an interesting wall however, The ability would not execute, So i took an ability i knew would work and added on the yamato cannon ability and it still wouldn't fire. So I added the ability to the tank out of siege mode and the yamato ability worked perfectly, but once I siege the tank it cannot cast.
I am curious as to why this is but after a good hour of looking through for noticeable differences between the siege tank and the normal tank but I haven't found any. Does anyone know why an ability will not work if the tank is in siege mode? anything that has to be unchecked or something?
I was also attempting another method to modify the attack command to only attack when told to do so but i failed to do that as well, i need help here lol.
Does your ability by change fire a missile? Do you have Pathing Ammo unit set? This post might be revealing, or it might not, since I don't know how the ability is setup.
Yeah its already on none, I was planning on having a short cinematic were the tank drives to it's position and sieges were it's supposed to be and the player "gets in the tank" (unit is hidden via triggers and tank is given to player) and i was thinking of removing the attack command because I cannot find a way to make it not auto attack without making the weapon unusable. because of this I wanted to have a ability kind of like the Odin barrage cannons except its just one big boom in an area after a cool down of 5 or 6 seconds, but I've been having trouble with actors lol since the siege tank in siege mode wouldn't work i was going to play animations of the tank to make it look like it turned into a siege tank.
So overall it is going to be a tank that only fires when manually told to attack a area without haveing to target units like the odin barrage, but if there is a simple way to make the weapon attack only when it is told to that would save me a hell load of time learning how to use lots of actors together lol.
Honestly right now I don't know. I can't see how you've set your ability up, but it should be usable regardless. Perhaps you're targeting out of range?
What's happening is that the tank is trying to turn to face the target point, but can't. Common sense dictates that it'd turn using it's turret, but turrets are for weapons only. You're going to have to get creative if you want the turret to turn with the ability.
Well i finally got the ability to work properly with all the animations but I still cant get the siege breaker in siege mode to fire any abilities, I am going to do a trigger modelswap and see if that works well. I will post sometime later if this works when i get the chance to test it now that school started up for me again.
Edit (DrSuperEvil) yeah I did, ill continue to check this out when I got the time
I took off the flag thinking it was trying to approach the unit when it couldn't move but that didn't work, I tried modelswap but that gave me the annoying result of the entire siege tank rotating instead of the turret. The error says something about missing link when i fire it the first time but never again after the first time. I'm so confused as to why the siege tank wont launch an ability, nor any ability at all. Possibly it has something to do with the turret of the siege tank like eiviyn said. I got it to work with the siege tank unsieged but when i try to use the ability on the siege tank or any ability that attacks it just lights up the ability button and doesn't cast.
Yeah its already on none, I was planning on having a short cinematic were the tank drives to it's position and sieges were it's supposed to be and the player "gets in the tank" (unit is hidden via triggers and tank is given to player) and i was thinking of removing the attack command because I cannot find a way to make it not auto attack without making the weapon unusable. because of this I wanted to have a ability kind of like the Odin barrage cannons except its just one big boom in an area after a cool down of 5 or 6 seconds, but I've been having trouble with actors lol since the siege tank in siege mode wouldn't work i was going to play animations of the tank to make it look like it turned into a siege tank.
So overall it is going to be a tank that only fires when manually told to attack a area without haveing to target units like the odin barrage, but if there is a simple way to make the weapon attack only when it is told to that would save me a hell load of time learning how to use lots of actors together lol.
Add a behaviour similiar to the ghost s "Hold Fire" behaviour to the unit without the validator "caster is not firing". (somewhere a flag named "passive" is checked")
Dang why didn't i think of that???? Alright I added the hold fire ability and a trigger that activated whenever the tank fired to want .5 seconds and cast the ability to hold fire every time the tank fires, so now it only fires when told to. I will have to work with the splash damage, area, and actors and all but it works quite well. :)
The Question remains however...why cant a siege tank in siege mode cast an ability or did I just screw up somewhere along the way ;)
Edit: i tried doing this with the yamato ability on another map to see if mine was the problem and it still did not work. I also added the snipe ability because i remembered from borg dragon's post that the unit for the yamato actor might have a sort of footprint so I tried using snipe while in siege mode and that did not work either.
Hey Ive been working on an ability to have a siege tank fire whenever you used that ability or at least make it look like it. I have run into an interesting wall however, The ability would not execute, So i took an ability i knew would work and added on the yamato cannon ability and it still wouldn't fire. So I added the ability to the tank out of siege mode and the yamato ability worked perfectly, but once I siege the tank it cannot cast.
I am curious as to why this is but after a good hour of looking through for noticeable differences between the siege tank and the normal tank but I haven't found any. Does anyone know why an ability will not work if the tank is in siege mode? anything that has to be unchecked or something?
I was also attempting another method to modify the attack command to only attack when told to do so but i failed to do that as well, i need help here lol.
Does your ability by change fire a missile? Do you have Pathing Ammo unit set? This post might be revealing, or it might not, since I don't know how the ability is setup.
http://www.sc2mapster.com/forums/development/data/17394-solved-weird-weapon-bug/#p10
Read the second last post.
Try setting the Pathing Ammo to NONE?
Yeah its already on none, I was planning on having a short cinematic were the tank drives to it's position and sieges were it's supposed to be and the player "gets in the tank" (unit is hidden via triggers and tank is given to player) and i was thinking of removing the attack command because I cannot find a way to make it not auto attack without making the weapon unusable. because of this I wanted to have a ability kind of like the Odin barrage cannons except its just one big boom in an area after a cool down of 5 or 6 seconds, but I've been having trouble with actors lol since the siege tank in siege mode wouldn't work i was going to play animations of the tank to make it look like it turned into a siege tank.
So overall it is going to be a tank that only fires when manually told to attack a area without haveing to target units like the odin barrage, but if there is a simple way to make the weapon attack only when it is told to that would save me a hell load of time learning how to use lots of actors together lol.
@joecab: Go
Honestly right now I don't know. I can't see how you've set your ability up, but it should be usable regardless. Perhaps you're targeting out of range?
I am at a loss as to what might be wrong.
Set the ability's arc to 360.
What's happening is that the tank is trying to turn to face the target point, but can't. Common sense dictates that it'd turn using it's turret, but turrets are for weapons only. You're going to have to get creative if you want the turret to turn with the ability.
It is at 360 lol I'm so confused
Well i finally got the ability to work properly with all the animations but I still cant get the siege breaker in siege mode to fire any abilities, I am going to do a trigger modelswap and see if that works well. I will post sometime later if this works when i get the chance to test it now that school started up for me again.
Edit (DrSuperEvil) yeah I did, ill continue to check this out when I got the time
Did you give both units the abilities? When siege tank morphs it is a different unit.
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
I took off the flag thinking it was trying to approach the unit when it couldn't move but that didn't work, I tried modelswap but that gave me the annoying result of the entire siege tank rotating instead of the turret. The error says something about missing link when i fire it the first time but never again after the first time. I'm so confused as to why the siege tank wont launch an ability, nor any ability at all. Possibly it has something to do with the turret of the siege tank like eiviyn said. I got it to work with the siege tank unsieged but when i try to use the ability on the siege tank or any ability that attacks it just lights up the ability button and doesn't cast.
Add a behaviour similiar to the ghost s "Hold Fire" behaviour to the unit without the validator "caster is not firing". (somewhere a flag named "passive" is checked")
Dang why didn't i think of that???? Alright I added the hold fire ability and a trigger that activated whenever the tank fired to want .5 seconds and cast the ability to hold fire every time the tank fires, so now it only fires when told to. I will have to work with the splash damage, area, and actors and all but it works quite well. :)
The Question remains however...why cant a siege tank in siege mode cast an ability or did I just screw up somewhere along the way ;)
Edit: i tried doing this with the yamato ability on another map to see if mine was the problem and it still did not work. I also added the snipe ability because i remembered from borg dragon's post that the unit for the yamato actor might have a sort of footprint so I tried using snipe while in siege mode and that did not work either.