Hey all. Here's the issue: I have a cluster bomb grenade ability I'm trying to create. It almost works, with one small but very important problem. The desired effect is this: a thrown grenade hits and does area damage, also throwing out 4 smaller grenades that hit and do a smaller area damage away from the main impact. I have it all working except that the second damage effect isn't damaging at all. The initial impact and damage works, throws out the secondary grenades, and they impact as they should, but the damage effect doesn't damage. I've torn a good chuck of my hair out over the last few days trying to figure this out. Any help would be appreciated.
I've attached a demo map of the setup, as it has a lot of parts and is easier to view than explain.
Change your north/south/east/west dummy searches so that their search actually applies the damage effect, and take the search out of the north/south/east/west damage effects.
Edit: Well, I modified it and it killed the Zerglings, but something I messed up made the spawned grenades disappear. Let me try that again. :P
I have been having the same problem when using this method. I should add that I have tried a lot of different permutations, and this set up is the only one that allows the secondary grenades and secondary impact models to show.
Edit (clarification): "This method" means the method suggested by DeProgrammer, "This set up" means the set up in the attached file on the OP
Fixed it! I couldn't tell you what all I changed since it's been a few hours since I started messing around... Could run a diff report on the XML files if it's important. :P I know one thing I changed was the Launch Locations, which I changed from Target Point to Source Unit. I also changed the dummy searches to actually apply the damage, and I changed the Impact Effect of the Launch effects to utilize the dummy searches. Oh, I also modified the explosion actors to destroy when their animations are done (although I may not have done it correctly).
You, sir, are awesome. I was working on a work around myself that was starting to get somewhere, but still hitting many roadblocks. I will definitely be crediting you for this. Thank you so much!
Edit: Oh, and the actors you thought were for explosions, weren't. They are Site Ops, to attach impact locations to for the secondary grenades. So, The animDone event won't occur on those actors. Other than than, it's flawless, and exactly what I wanted to have happen. Again, Thank you!
Hey all. Here's the issue: I have a cluster bomb grenade ability I'm trying to create. It almost works, with one small but very important problem. The desired effect is this: a thrown grenade hits and does area damage, also throwing out 4 smaller grenades that hit and do a smaller area damage away from the main impact. I have it all working except that the second damage effect isn't damaging at all. The initial impact and damage works, throws out the secondary grenades, and they impact as they should, but the damage effect doesn't damage. I've torn a good chuck of my hair out over the last few days trying to figure this out. Any help would be appreciated.
I've attached a demo map of the setup, as it has a lot of parts and is easier to view than explain.
Thanks in advance for your help.
Change your north/south/east/west dummy searches so that their search actually applies the damage effect, and take the search out of the north/south/east/west damage effects.
Edit: Well, I modified it and it killed the Zerglings, but something I messed up made the spawned grenades disappear. Let me try that again. :P
@DeProgrammer: Go
I have been having the same problem when using this method. I should add that I have tried a lot of different permutations, and this set up is the only one that allows the secondary grenades and secondary impact models to show.
Edit (clarification): "This method" means the method suggested by DeProgrammer, "This set up" means the set up in the attached file on the OP
Fixed it! I couldn't tell you what all I changed since it's been a few hours since I started messing around... Could run a diff report on the XML files if it's important. :P I know one thing I changed was the Launch Locations, which I changed from Target Point to Source Unit. I also changed the dummy searches to actually apply the damage, and I changed the Impact Effect of the Launch effects to utilize the dummy searches. Oh, I also modified the explosion actors to destroy when their animations are done (although I may not have done it correctly).
@DeProgrammer: Go
You, sir, are awesome. I was working on a work around myself that was starting to get somewhere, but still hitting many roadblocks. I will definitely be crediting you for this. Thank you so much!
Edit: Oh, and the actors you thought were for explosions, weren't. They are Site Ops, to attach impact locations to for the secondary grenades. So, The animDone event won't occur on those actors. Other than than, it's flawless, and exactly what I wanted to have happen. Again, Thank you!