For my map I'm making a custom "sentry gun" unit. In order to make it look more unique, I'm using attached models to create a unique turret. I'm using multiple models, I have a bunker with an attached Auto-Turret that rotates, from ProzaicMuse's Intro to Attachments tutorial. I've got all my attachments working fine. However, since the auto-turret is only a dummy to attach other actors to, I don't want it to be visible. However, it seems that if I, for example set the opacity to 0, that effects all of the actors attached to it as well.
Another thing I tried to do is modify the scale. Since the main problem is the bottom of the auto-turret sticking out beneath my attachments (my custom turret is supposed to rotate in midair above the bunker) I tried changing the Z-scale to .2, which successfully flattened it, as well as all of the attached actors, So then I tried rescaling the attached actors to compensate, but they did not seem to respond. They still looked squished.
Does anyone know a possible solution to this problem?
Simple solution. Your actors have a field near the bottom, called Properties - Inherited Properties and Properties - Accepted Property Transfers. These both have flags for Opacity and Scale, try unchecking these.
If you attach actor X to a marine, who has scale 1, and you want actor x to have a scale of 2, well it normally sets all scales to 1 based on host.
Unchecking these will allow individual actors to have different scales, regardless of it's host.
Again, if you set Host unit to Opacity 30%, then all attachments will automatically be at 30%, unless you uncheck Opacity(for the attachment actor), and then set it to whatever you like. ;)
But now I have a new problem. So I had 3 actors attached to the turret. Two of them fire instant effect weapons. Using attack actors and sites, as well as the "launch force site" action flag, I got them to launch from the attached actors. However, the third attachment fires a missile weapon. I did a similar process here, while of course modifying the attack actor suitably for a missile attack. I DID still use a custom site, and "launch force site", however, the missiles are still launching from the bunker, rather than the attached actor.
I hypothesized that because of the difference between an instant attack and a missile attack, perhaps the events+ on the site needed to be different.
On the instant attack, I had "Effect.(MyInstantWeaponDamage).Start - Create"
So for the missile attack sites, I tried various modifcations, For example, UnitBirth.MyCustomUnit, Effect.MyLaunchEffect.Start, Effect.MyMissileDamageEffect.Start. None of these made adifference.
Hi guys,
For my map I'm making a custom "sentry gun" unit. In order to make it look more unique, I'm using attached models to create a unique turret. I'm using multiple models, I have a bunker with an attached Auto-Turret that rotates, from ProzaicMuse's Intro to Attachments tutorial. I've got all my attachments working fine. However, since the auto-turret is only a dummy to attach other actors to, I don't want it to be visible. However, it seems that if I, for example set the opacity to 0, that effects all of the actors attached to it as well.
Another thing I tried to do is modify the scale. Since the main problem is the bottom of the auto-turret sticking out beneath my attachments (my custom turret is supposed to rotate in midair above the bunker) I tried changing the Z-scale to .2, which successfully flattened it, as well as all of the attached actors, So then I tried rescaling the attached actors to compensate, but they did not seem to respond. They still looked squished.
Does anyone know a possible solution to this problem?
@Nahotnoj: Go
Simple solution. Your actors have a field near the bottom, called Properties - Inherited Properties and Properties - Accepted Property Transfers. These both have flags for Opacity and Scale, try unchecking these.
If you attach actor X to a marine, who has scale 1, and you want actor x to have a scale of 2, well it normally sets all scales to 1 based on host.
Unchecking these will allow individual actors to have different scales, regardless of it's host.
Again, if you set Host unit to Opacity 30%, then all attachments will automatically be at 30%, unless you uncheck Opacity(for the attachment actor), and then set it to whatever you like. ;)
Hope that helps you.
@BorgDragon: Go
Success!! That worked perfectly. Thanks man!
@Nahotnoj: Go
But now I have a new problem. So I had 3 actors attached to the turret. Two of them fire instant effect weapons. Using attack actors and sites, as well as the "launch force site" action flag, I got them to launch from the attached actors. However, the third attachment fires a missile weapon. I did a similar process here, while of course modifying the attack actor suitably for a missile attack. I DID still use a custom site, and "launch force site", however, the missiles are still launching from the bunker, rather than the attached actor.
I hypothesized that because of the difference between an instant attack and a missile attack, perhaps the events+ on the site needed to be different.
On the instant attack, I had "Effect.(MyInstantWeaponDamage).Start - Create"
So for the missile attack sites, I tried various modifcations, For example, UnitBirth.MyCustomUnit, Effect.MyLaunchEffect.Start, Effect.MyMissileDamageEffect.Start. None of these made adifference.