SOLVED:
See the fourth post and the attached map for the answer.
Original Post:
Hello,
I have been having much trouble getting attacks to work properly for units who have two guns or cannons, like the Marauder and the Banshee.
Specifically, right now I am trying to create a Banshee beam attack wherein the beam is the Hellion's flame thrower.
It works fine except both beams come out of the same cannon, the left cannon.
I have compared and looked everywhere, and I simply cannot discover how to get dual wielding attacks to look right.
My only theory is that the Launch Missile effect has a field called Effect - Flags, and in there is checked Point Fallback, Validate Ability, and Weapon.
But since I'm using a beam, I'm not using a Launch Missile Effect.
I can create Beams for single gun units no problem. I'm just missing some key piece of info for creating attacks for dual wielding units.
Usually, you might want to create 2 separate beams with separate actors. Check, which attachment points of the unit is linked to whitch cannon (usually something like weapon 0, weapon 1). Set the launch attachment query field to your desired weapon attachment.
For some units, it might be possible to use an attachment method; for example the Marauder can use a method called PatternMarauder, which will alternate the attachment between weapon 0 and 1. You could also create your own pattern; however I do not know, how to do that. I played around with it for a while, but was not able to create the result I wanted.
Hey,
thanks a lot for the response.
The Banshee does indeed have it's own pattern, which I called AMBansheePattern.
However, that clearly isn't getting the trick done, though I'm sure it is necessary in the long run.
I really feel like there is some simple field I'm missing somewhere.
Thank you again. Any other ideas?
base ::RollingIndex this allows the attachment point to change index in a linear matter. Looping around to the first attachment point again when reacing the end.
driver here you should write the ID (double click your effect to see the id) of the effect you want to be used as a counter for the rolling index. (maybe other data types can be used as well)
multiplier 1 from limited testing it seems this is how much the index increases by every time another driver is added to the effect tree.
offset 0 the starting index for the attachment point used.
It's important to understand that nothing is saved between attacks. If you want alternating attachment points for your beams, you will have to do both sides during one attack, for example with a Create Persistent.
Now to choose the right driver. A simple solution for a projectile ability is Launch Missile. The AMPattern will increase the index every time you launch the missile. For a beam ability you can instead use a Modify Unit effect. Leave it as default, and make sure you run this effect after every beam.
If you run into any problems, I'll be happy to help further. It'd be nice though if you include a map so it will be easier to debug.
Thank you so much, Builder_Bob! That is exactly what I needed, and now the attack works splendidly.
I created a custom AMPattern based on AMPAtternBanshee. And I changed all of the fields to your descriptions.
My weapon fires a Create Persistent effect, which fires a Damage effect. The Damage effect is my driver.
The Attach Pattern is set in the Attack Actor, in the field "Attachment - Launch Attachment Query +", under the Filter Type "Methods".
I've attached the map in the original post for anyone else who may need help.
Thank you again.
SOLVED: See the fourth post and the attached map for the answer.
Original Post: Hello, I have been having much trouble getting attacks to work properly for units who have two guns or cannons, like the Marauder and the Banshee. Specifically, right now I am trying to create a Banshee beam attack wherein the beam is the Hellion's flame thrower. It works fine except both beams come out of the same cannon, the left cannon. I have compared and looked everywhere, and I simply cannot discover how to get dual wielding attacks to look right. My only theory is that the Launch Missile effect has a field called Effect - Flags, and in there is checked Point Fallback, Validate Ability, and Weapon. But since I'm using a beam, I'm not using a Launch Missile Effect. I can create Beams for single gun units no problem. I'm just missing some key piece of info for creating attacks for dual wielding units.
Usually, you might want to create 2 separate beams with separate actors. Check, which attachment points of the unit is linked to whitch cannon (usually something like weapon 0, weapon 1). Set the launch attachment query field to your desired weapon attachment.
For some units, it might be possible to use an attachment method; for example the Marauder can use a method called PatternMarauder, which will alternate the attachment between weapon 0 and 1. You could also create your own pattern; however I do not know, how to do that. I played around with it for a while, but was not able to create the result I wanted.
Hey, thanks a lot for the response. The Banshee does indeed have it's own pattern, which I called AMBansheePattern. However, that clearly isn't getting the trick done, though I'm sure it is necessary in the long run. I really feel like there is some simple field I'm missing somewhere. Thank you again. Any other ideas?
You'll want an AMPattern with
It's important to understand that nothing is saved between attacks. If you want alternating attachment points for your beams, you will have to do both sides during one attack, for example with a Create Persistent.
Now to choose the right driver. A simple solution for a projectile ability is Launch Missile. The AMPattern will increase the index every time you launch the missile. For a beam ability you can instead use a Modify Unit effect. Leave it as default, and make sure you run this effect after every beam.
If you run into any problems, I'll be happy to help further. It'd be nice though if you include a map so it will be easier to debug.
Thank you so much, Builder_Bob! That is exactly what I needed, and now the attack works splendidly. I created a custom AMPattern based on AMPAtternBanshee. And I changed all of the fields to your descriptions. My weapon fires a Create Persistent effect, which fires a Damage effect. The Damage effect is my driver. The Attach Pattern is set in the Attack Actor, in the field "Attachment - Launch Attachment Query +", under the Filter Type "Methods". I've attached the map in the original post for anyone else who may need help. Thank you again.