I have made a custom Goliath that shoots hellfire missiles at both ground and air targets and uses the Flaming Betty's attack for his ground-only attack. When I fire on a ground target, it takes damage from both attacks, but the flame attack animation starts a bit late. It usually takes three missile shots before the flame attack kicks in. Strangely enough, if I stop attacking after the flame animation starts, and wait for a second or two, the flame animation will work properly once I start attacking again. If I wait for an extended period, say ten seconds, the delay starts again.
I have the cooldown links removed for each weapon, and both the damage point as well as the backswing are set to 0. What else should I be looking at? The delay field does not seem to do anything for this problem.
This seems to be an issue with the flame animation. You will notice a similar behavior, when using Firebats in the campaign for example; they will shoot a couple of times with no animation, then the animation will start and work properly from there.
As of now, I am not aware of a known way to fix this problem.
Now that I think of it, I did notice that the Flaming Betty did have this behavior. I'm wondering if there are any other flame animations that don't have this problem. I think that Hellions are OK, but its flame is not quite right for what I'm doing.
I came across this forum post in which one of the users explains how he arrived at the solution to the delayed/inconsistent flame attack. Here is what he says:
I've had some fun making my own version of the perdition turret for a turret defence game and ran into a few issues with the above and a few extras where the flame just randomly decides to stop functioning (but it kept doing damage) which I solved by editing the effectexecuteindex of the attackbeam to 1 in the events
The problem is that I don't really know what he is referencing. I'm assuming that the effectexecuteindex is somewhere within some actor's events list, but I don't see it anywhere among the Perdition Turret's actors. Does anyone know how he did this? I'd PM him but he doesn't seem to be active anymore.
Is it a field within the Create Persistent effect? The field for Period Effects points to a Search Area effect, not a numerical value. Or is it the Periodic Offset field that I'm editing?
I'm not working with the hellion's attack beam, but the perdition turret's. (Two very different models.)
I am seeing the offset value give me three sets of XYZ numbers. The poster, Salmon85, said that he changed the effectexecuteindex value of the attack beam to 1. Am I changing the XYZ values to 1? Because that doesn't seem to fix the flame animation.
Let me be a bit more specific: I don't know where to find the "index value of the Create Persistent periodic effect." What field am I changing? I don't see any kind of effectexecuteindex associated with the weapon's attack beam actor or model. What field in which object am I looking for?
Does anyone know of a fix for the flame animation glitch? Or maybe someone can explain how the aforementioned poster was able to fix the animation, as stated in post #4.
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I have made a custom Goliath that shoots hellfire missiles at both ground and air targets and uses the Flaming Betty's attack for his ground-only attack. When I fire on a ground target, it takes damage from both attacks, but the flame attack animation starts a bit late. It usually takes three missile shots before the flame attack kicks in. Strangely enough, if I stop attacking after the flame animation starts, and wait for a second or two, the flame animation will work properly once I start attacking again. If I wait for an extended period, say ten seconds, the delay starts again.
I have the cooldown links removed for each weapon, and both the damage point as well as the backswing are set to 0. What else should I be looking at? The delay field does not seem to do anything for this problem.
This seems to be an issue with the flame animation. You will notice a similar behavior, when using Firebats in the campaign for example; they will shoot a couple of times with no animation, then the animation will start and work properly from there.
As of now, I am not aware of a known way to fix this problem.
Now that I think of it, I did notice that the Flaming Betty did have this behavior. I'm wondering if there are any other flame animations that don't have this problem. I think that Hellions are OK, but its flame is not quite right for what I'm doing.
I came across this forum post in which one of the users explains how he arrived at the solution to the delayed/inconsistent flame attack. Here is what he says:
I've had some fun making my own version of the perdition turret for a turret defence game and ran into a few issues with the above and a few extras where the flame just randomly decides to stop functioning (but it kept doing damage) which I solved by editing the effectexecuteindex of the attackbeam to 1 in the events
The problem is that I don't really know what he is referencing. I'm assuming that the effectexecuteindex is somewhere within some actor's events list, but I don't see it anywhere among the Perdition Turret's actors. Does anyone know how he did this? I'd PM him but he doesn't seem to be active anymore.
The execute index is the index value of the Create Persistent periodic effect.
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
Is it a field within the Create Persistent effect? The field for Period Effects points to a Search Area effect, not a numerical value. Or is it the Periodic Offset field that I'm editing?
The offset is refered to by the hellion attack beam yes.
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'm not working with the hellion's attack beam, but the perdition turret's. (Two very different models.)
I am seeing the offset value give me three sets of XYZ numbers. The poster, Salmon85, said that he changed the effectexecuteindex value of the attack beam to 1. Am I changing the XYZ values to 1? Because that doesn't seem to fix the flame animation.
Let me be a bit more specific: I don't know where to find the "index value of the Create Persistent periodic effect." What field am I changing? I don't see any kind of effectexecuteindex associated with the weapon's attack beam actor or model. What field in which object am I looking for?
Does anyone have any ideas?
I'm bumping this thread for some help.
Does anyone know of a fix for the flame animation glitch? Or maybe someone can explain how the aforementioned poster was able to fix the animation, as stated in post #4.