So I've changed the Hellion's attack to be able to target and hit air, but not target or hit ground, not even with the splash. The problem is, I can't increase the range of the attack or the angle at which the attack is made (looks rather silly when it shits at the point the air units are anchored to instead of the actual unit). If I increase the range and tell the Hellion to attack, it will move into range, but just sit there doing nothing until I move it up to a minimum of about 5-7.
I need help, I don't know what's wrong with this. I'm guessing that the attack range is somehow due to the limited size of the stream of fire the Hellion makes, but I don't know what exactly that is.
When you say you "increased the range", did you only increase the range of the weapon itself? The Hellion weapon triggers a persistent effect with a total of 25 periodic offsets (note: hardcoded cap of 32) to create the line splash. You must add to these offsets to extend the actual line of fire. SC2 doesn't support linear/conical splash, only circular AoEs.
Once you do that the weapon should hit units up to the desired range.
As for the attack angle, there's an actor called "HellionAttackBeamImpactSite (Unnamed)". This acts as the impact location of the beam. Under "Host - Site Operations+" it uses SOpTargetPoint (impact point of the weapon effect), SOpShadow ("shadow" point of the unit, aka ground level) and SOpHeightLaunch (keeps the beam horizontal. A Hellion firing over a cliff will still fire the beam horizontally)
Delete all those and instead add a site op for Origin (origin point of model), Center (duh), Harness ("exterior" of the model, used for most impact effects, like Marine fire) or anything else you desire.
This might collapse if the weapon target dies, so if that is the case you might need to add an "Impact Site Getter", like the Void Seeker's Void Sphere/Phase Mine ability. Only do this if the beam disappears immediately when the main weapon target dies.
Aah, thank you, that helps a lot. By add to the offsets, do you mean change 25 to X, or is it more complicated than that?
As for the angle, I knew it was something with that! I just thought that changing the SOpTargetPoint to SOpTargetModel would work. I'm pretty new to the editor, but for the most part have been able to figure out stuff on my own, but I'm just guessing as to what does what.
Ok, an update to this. I want to change the color of the Hellion attack beam and the Firebat attack beam. I've been able to get the Firebat's to change after the attack is canceled with Abil.attack.ReadyStop and SetTintColor targeting the FirebatAttackModel, but I can't seem to get it to work before the attack is canceled (what I assumed would be Abil.attack.ReadyStart with the same SetTintColor). I'm assuming the solution to be will be the same?
My guess is that it doesn't work because the ReadyStop is changing the model color after it has already been produced, whereas the ReadyStart is trying to change it before it exists. I'm not really sure, though. How do I make it start a certain color?
Edit: Figured this out with the help of Google. For anybody curious to know, go to Actors. Find the actor model relating to the attack you're changing. For Firebats, it's FirebatAttackModel. For others, it's probably something similar, though some of them have Beam instead of Model, maybe some have other things. They should have something like "Actor Creation - AnimBracketStart BSD Birth Stand Death ContentPlayOnce" in the Events field as well as some other stuff. Add a new event on Actor Creation with SetTintColor and change the color as desired.
Edit: And I'm back to square one when they go in bunkers... I can't find the Firebat's bunker attack model anywhere, I thought that they would be the same thing.
Increasing the period count alone isn't enough! You also have to add additional coordinates to the list of periodic offsets.
For Hellion beams using ActorCreation->SetTintColor on the HellionAttackBeam actor should work.
FYI, the FirebatAttackModel doesn't actually contain the model, it only scales the model. Still, you could copy it, delete the existing SetScale event, add your SetTintColor, and then add it to the Attack actor under Art-Container Model. At least I hope that'll work.
Basically, you can't reference launch/impact chart objects without creating another actor to add under Art-[whatever] Model.
Increasing the period count alone isn't enough! You also have to add additional coordinates to the list of periodic offsets.
For Hellion beams using ActorCreation->SetTintColor on the HellionAttackBeam actor should work.
FYI, the FirebatAttackModel doesn't actually contain the model, it only scales the model. Still, you could copy it, delete the existing SetScale event, add your SetTintColor, and then add it to the Attack actor under Art-Container Model. At least I hope that'll work.
Basically, you can't reference launch/impact chart objects without creating another actor to add under Art-[whatever] Model.
Yep, got it to work earlier. If anybody can close this thread, that would be cool.
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So I've changed the Hellion's attack to be able to target and hit air, but not target or hit ground, not even with the splash. The problem is, I can't increase the range of the attack or the angle at which the attack is made (looks rather silly when it shits at the point the air units are anchored to instead of the actual unit). If I increase the range and tell the Hellion to attack, it will move into range, but just sit there doing nothing until I move it up to a minimum of about 5-7.
I need help, I don't know what's wrong with this. I'm guessing that the attack range is somehow due to the limited size of the stream of fire the Hellion makes, but I don't know what exactly that is.
When you say you "increased the range", did you only increase the range of the weapon itself? The Hellion weapon triggers a persistent effect with a total of 25 periodic offsets (note: hardcoded cap of 32) to create the line splash. You must add to these offsets to extend the actual line of fire. SC2 doesn't support linear/conical splash, only circular AoEs.
Once you do that the weapon should hit units up to the desired range.
As for the attack angle, there's an actor called "HellionAttackBeamImpactSite (Unnamed)". This acts as the impact location of the beam. Under "Host - Site Operations+" it uses SOpTargetPoint (impact point of the weapon effect), SOpShadow ("shadow" point of the unit, aka ground level) and SOpHeightLaunch (keeps the beam horizontal. A Hellion firing over a cliff will still fire the beam horizontally)
Delete all those and instead add a site op for Origin (origin point of model), Center (duh), Harness ("exterior" of the model, used for most impact effects, like Marine fire) or anything else you desire.
This might collapse if the weapon target dies, so if that is the case you might need to add an "Impact Site Getter", like the Void Seeker's Void Sphere/Phase Mine ability. Only do this if the beam disappears immediately when the main weapon target dies.
@Photoloss: Go
Aah, thank you, that helps a lot. By add to the offsets, do you mean change 25 to X, or is it more complicated than that?
As for the angle, I knew it was something with that! I just thought that changing the SOpTargetPoint to SOpTargetModel would work. I'm pretty new to the editor, but for the most part have been able to figure out stuff on my own, but I'm just guessing as to what does what.
Nevermind about the offsets, I figured it out.
Ok, an update to this. I want to change the color of the Hellion attack beam and the Firebat attack beam. I've been able to get the Firebat's to change after the attack is canceled with Abil.attack.ReadyStop and SetTintColor targeting the FirebatAttackModel, but I can't seem to get it to work before the attack is canceled (what I assumed would be Abil.attack.ReadyStart with the same SetTintColor). I'm assuming the solution to be will be the same?
My guess is that it doesn't work because the ReadyStop is changing the model color after it has already been produced, whereas the ReadyStart is trying to change it before it exists. I'm not really sure, though. How do I make it start a certain color?
Edit: Figured this out with the help of Google. For anybody curious to know, go to Actors. Find the actor model relating to the attack you're changing. For Firebats, it's FirebatAttackModel. For others, it's probably something similar, though some of them have Beam instead of Model, maybe some have other things. They should have something like "Actor Creation - AnimBracketStart BSD Birth Stand Death ContentPlayOnce" in the Events field as well as some other stuff. Add a new event on Actor Creation with SetTintColor and change the color as desired.
Edit: And I'm back to square one when they go in bunkers... I can't find the Firebat's bunker attack model anywhere, I thought that they would be the same thing.
Increasing the period count alone isn't enough! You also have to add additional coordinates to the list of periodic offsets.
For Hellion beams using ActorCreation->SetTintColor on the HellionAttackBeam actor should work.
FYI, the FirebatAttackModel doesn't actually contain the model, it only scales the model. Still, you could copy it, delete the existing SetScale event, add your SetTintColor, and then add it to the Attack actor under Art-Container Model. At least I hope that'll work.
Basically, you can't reference launch/impact chart objects without creating another actor to add under Art-[whatever] Model.
Yep, got it to work earlier. If anybody can close this thread, that would be cool.