Straight to the point, I want a flying unit with a ranged attack. The attack deals splash and adds a debuff.
So I made the unit, then made the weapon. I made the damage effect, entered the splash information. I then made a search effect for the debuff. After that, I made the set effect which contained the damage and search effect. Finally, I made the actual behaviour for the debuff. Basically I was following this tutorial, just using an attack instead of an ability. I then put the set effect into the search effect. It's at this point where I got confused as his ability gets needlessly complicated and I got up to do something, came back and figured I would start working on the actors, which lead me to an hour or two of trying to fully understand events for the 5th time.
I got the models to work, but the problem I had now was the missile "model" would appear, but it wouldn't move, even though I had the default missile mover. I then realized you need a launch effect. So, not really knowing what I was doing, I just followed off the corruptor launch effect. Then I realized I needed an actual unit for the weapon. After endless searching I found a tutorial, but it didn't explain how the weapon unit connects to anything; so it's just sitting there. Not only that, but the damage of the attack is now double dipping (hitting twice as hard), but the splash still hits normally. So... to summarize:
- How do I connect the debuff/effects to the attack properly?
- How does a weapon unit connect to the actual weapon?
- How do I get the launch animation to work properly?
- Why are actors so %^&*ing complicated? (rhetorical)
Can't say for certain as there's no map link, but it sounds like your issues is in actors; make sure you have one for the unit and the missile, as well as an action actor which would be we you setup and connect the launch effect. Im not usre if you missed it or just didn't mention it but you may have missed an apply behavior effect to go with your damage in the set. That tutorial doesn't look particularly useless or friendly; i would recommend looking at one of the projectile tutorials here on mapster. gl
Can't say for certain as there's no map link, but it sounds like your issues is in actors; make sure you have one for the unit and the missile, as well as an action actor which would be we you setup and connect the launch effect. Im not usre if you missed it or just didn't mention it but you may have missed an apply behavior effect to go with your damage in the set. That tutorial doesn't look particularly useless or friendly; i would recommend looking at one of the projectile tutorials here on mapster. gl
Yeah sorry, I did forget to mention I made an apply behaviour effect which is used in the set. I'm going to take a look at that tutorial section you mentioned, thanks.
edit: OKAY I got the the behaviour and damage to apply now, and worked out the kinks with the debuff stacking issue. The problems now are:
- the attack hits for 50 damage on the main target instead of 25, and I don't know why
- I don't know how to fix the issue with the missile and attack actors, probably the source of every problem. Tomorrow I can upload a pic of the 2 actors' event lists, then my mistakes should hopefully be obvious.
edit2: Oh god, the behaviour is only applying to the main target. My brain...
About your "Edit 2" I supose you used the search function directly in the damage.
Add 2 other effect
-1 Search
-2 Set
Change the damage for the Search effect. With the same radius and everything. In the effect add the "Set", which will inclue your damage (WITHOUT SPLASH) and your apply behavior.
Ok that tutorial uses an ability. Weapons have an Effect field that can also use effect trees. The missile ammo unit is determined by a field under the Launch Missile effect. The Mover used for the missile unit can be determined under the launch missile effect or the ammo unit itself
By having a damage effect with splash you must exclude the target unit from the splash. Else it hits with the primary damage and then the splash searches and hits it again as well as other stuff in the area.
I advise looking at the marauder weapon as an example since that applies a slow buff on attack as well as damage.
Sounds like you need a weapon, a launch missile effect, a set effect, an apply behaviour effect, a buff behaviour and a damage effect.
Visual wise you need a Missile actor for your ammo unit created on unit birth. You also need an Action type actor. The action type actor is very fussy, it must be created by a launch missile effect or a damage effect and can only have either a beam or missile actor under the Art fields.
Actor events are like triggers. They are simple once you understand how they work.
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Okay, thanks to you guys I've gotten the behaviour to apply to every target, the target is excluded so the damage is equal among all units. The only thing I can't figure out is why the model isn't working. I've looked at the marauder example a bunch of times and I don't see a difference. Why is the launch effect in red? (these are the events for the "attack" actor, or the action) Currently there is no missile or impact model showing up at all, even though they're linked.
I don't even understand some of these events, to be honest. I don't know why there is a splash damage start/stop on an actor for a marauder weapon with zero splash qualities.
Events going red in colour seems to be some bug since patch 1.5.
Your events are set up fine. Make sure the Art: Beam field is blank and the Art: Missile field refers to your Missile actor. Did you set your impact effect under the Combat: Impact Map - Model field under None?
All Action actors are made from a parent that was designed to incorporate splash damage.
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Well, I figured it out. I knew it had something to do with the launch effect. I had the weapon's effect (none) as the set effect, rather than the launch effect. As soon as I changed it, everything worked. Except this error pops up.
It makes the icon on the unit frame (the one that turns green/yellow/red depending on health) turn into a big square when a unit is hit by the attack. The final error is a result of me not knowing how to get a working death animation.
Ok you have two errors here. Seems your devourer missile actor or associated Action actor are giving gip, probably trying to create several in the same instance. Check the events. Sure you are using a Missile actor and not a Unit actor?
Seems your death model actor is trying to use an invalid model.
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I mean it is giving problems. This can be caused by the action actor trying to create two missile actors or by some event on the missile itself. Or some other unit actor that you have not specified which unit to be created on birth.
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I guess all I can do is show you the events of both actors. I keep looking them over and I just don't see what's wrong. Surely something to do with the missile actor, since it is the one displayed in the errors?
Ok, show me the Art fields of the Action actor. Also as a test use a default unit that launches a missile as a test to see if any errors come up with that.
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I mean test a unit that you know works. If you have a faulty missile or unit actor that is being created at any excuse it would cause an error with something like the marauder.
Set the Art: Beam field to default.
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From what I understand, if you use the "copy from" feature with an actor, it causes these kinds of errors due to conflicting creations? Should I just delete the missile actor and make it from scratch? Originally this was what I set out to learn, but every "tutorial" had me just copy: from an actor and change values without learning a damn thing about what I was doing or why I was doing it. I've looked each actor up, down and sideways and I can't find any reference to another unit, actor, creation, or anything. I've been looking around and the best info I can think to provide you with is the only visual error I can find.
This happens to any unit that is targeted by the missile. I mentioned earlier the weapon has a splash damage and an armor reducing effect. Units hit by the splash do not suffer this UI "error". I apologize for being largely useless towards your more than likely simple requests, but I just don't know anything about building actors. Thanks for being patient and I hope this information is relevant.
Duping makes it set to some predefined defaults which usually include a 2 added to the end of stuff. this often means a 2 is added to fields where it should not and even some events.
Buffs have a field that can override the UI of unit icons.
Copying should work fine, it is duping that gives the problems.
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Well I looked over every last event, twice, for each actor. Everything is fine, but the error persists. It would be nice if this error message would be a little more specific.
I really don't know what to do... redo the actors from scratch? Is there a good actor tutorial? I can't find one that answers my questions.
Straight to the point, I want a flying unit with a ranged attack. The attack deals splash and adds a debuff.
So I made the unit, then made the weapon. I made the damage effect, entered the splash information. I then made a search effect for the debuff. After that, I made the set effect which contained the damage and search effect. Finally, I made the actual behaviour for the debuff. Basically I was following this tutorial, just using an attack instead of an ability. I then put the set effect into the search effect. It's at this point where I got confused as his ability gets needlessly complicated and I got up to do something, came back and figured I would start working on the actors, which lead me to an hour or two of trying to fully understand events for the 5th time.
I got the models to work, but the problem I had now was the missile "model" would appear, but it wouldn't move, even though I had the default missile mover. I then realized you need a launch effect. So, not really knowing what I was doing, I just followed off the corruptor launch effect. Then I realized I needed an actual unit for the weapon. After endless searching I found a tutorial, but it didn't explain how the weapon unit connects to anything; so it's just sitting there. Not only that, but the damage of the attack is now double dipping (hitting twice as hard), but the splash still hits normally. So... to summarize:
- How do I connect the debuff/effects to the attack properly? - How does a weapon unit connect to the actual weapon? - How do I get the launch animation to work properly? - Why are actors so %^&*ing complicated? (rhetorical)
@coolioofthecool: Go
Can't say for certain as there's no map link, but it sounds like your issues is in actors; make sure you have one for the unit and the missile, as well as an action actor which would be we you setup and connect the launch effect. Im not usre if you missed it or just didn't mention it but you may have missed an apply behavior effect to go with your damage in the set. That tutorial doesn't look particularly useless or friendly; i would recommend looking at one of the projectile tutorials here on mapster. gl
Yeah sorry, I did forget to mention I made an apply behaviour effect which is used in the set. I'm going to take a look at that tutorial section you mentioned, thanks.
edit: OKAY I got the the behaviour and damage to apply now, and worked out the kinks with the debuff stacking issue. The problems now are:
- the attack hits for 50 damage on the main target instead of 25, and I don't know why - I don't know how to fix the issue with the missile and attack actors, probably the source of every problem. Tomorrow I can upload a pic of the 2 actors' event lists, then my mistakes should hopefully be obvious.
edit2: Oh god, the behaviour is only applying to the main target. My brain...
About your "Edit 2" I supose you used the search function directly in the damage.
Add 2 other effect -1 Search -2 Set
Change the damage for the Search effect. With the same radius and everything. In the effect add the "Set", which will inclue your damage (WITHOUT SPLASH) and your apply behavior.
Ok that tutorial uses an ability. Weapons have an Effect field that can also use effect trees. The missile ammo unit is determined by a field under the Launch Missile effect. The Mover used for the missile unit can be determined under the launch missile effect or the ammo unit itself
By having a damage effect with splash you must exclude the target unit from the splash. Else it hits with the primary damage and then the splash searches and hits it again as well as other stuff in the area.
I advise looking at the marauder weapon as an example since that applies a slow buff on attack as well as damage.
Sounds like you need a weapon, a launch missile effect, a set effect, an apply behaviour effect, a buff behaviour and a damage effect.
Visual wise you need a Missile actor for your ammo unit created on unit birth. You also need an Action type actor. The action type actor is very fussy, it must be created by a launch missile effect or a damage effect and can only have either a beam or missile actor under the Art fields.
Actor events are like triggers. They are simple once you understand how they work.
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
Okay, thanks to you guys I've gotten the behaviour to apply to every target, the target is excluded so the damage is equal among all units. The only thing I can't figure out is why the model isn't working. I've looked at the marauder example a bunch of times and I don't see a difference. Why is the launch effect in red? (these are the events for the "attack" actor, or the action) Currently there is no missile or impact model showing up at all, even though they're linked.
I don't even understand some of these events, to be honest. I don't know why there is a splash damage start/stop on an actor for a marauder weapon with zero splash qualities.
Events going red in colour seems to be some bug since patch 1.5.
Your events are set up fine. Make sure the Art: Beam field is blank and the Art: Missile field refers to your Missile actor. Did you set your impact effect under the Combat: Impact Map - Model field under None?
All Action actors are made from a parent that was designed to incorporate splash damage.
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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
Well, I figured it out. I knew it had something to do with the launch effect. I had the weapon's effect (none) as the set effect, rather than the launch effect. As soon as I changed it, everything worked. Except this error pops up.
It makes the icon on the unit frame (the one that turns green/yellow/red depending on health) turn into a big square when a unit is hit by the attack. The final error is a result of me not knowing how to get a working death animation.
Ok you have two errors here. Seems your devourer missile actor or associated Action actor are giving gip, probably trying to create several in the same instance. Check the events. Sure you are using a Missile actor and not a Unit actor?
Seems your death model actor is trying to use an invalid model.
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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
Sorry, what did you mean by this?
I did check, the actor for the missile is a missile actor.
I mean it is giving problems. This can be caused by the action actor trying to create two missile actors or by some event on the missile itself. Or some other unit actor that you have not specified which unit to be created on birth.
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 guess all I can do is show you the events of both actors. I keep looking them over and I just don't see what's wrong. Surely something to do with the missile actor, since it is the one displayed in the errors?
Ok, show me the Art fields of the Action actor. Also as a test use a default unit that launches a missile as a test to see if any errors come up with that.
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
Excuse the dodgy cuts.
If you meant to use another missile unit in the events, it gave me the same error as last time word for word.
I mean test a unit that you know works. If you have a faulty missile or unit actor that is being created at any excuse it would cause an error with something like the marauder.
Set the Art: Beam field to default.
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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
Okay, I made the change to the beam field.
From what I understand, if you use the "copy from" feature with an actor, it causes these kinds of errors due to conflicting creations? Should I just delete the missile actor and make it from scratch? Originally this was what I set out to learn, but every "tutorial" had me just copy: from an actor and change values without learning a damn thing about what I was doing or why I was doing it. I've looked each actor up, down and sideways and I can't find any reference to another unit, actor, creation, or anything. I've been looking around and the best info I can think to provide you with is the only visual error I can find.
This happens to any unit that is targeted by the missile. I mentioned earlier the weapon has a splash damage and an armor reducing effect. Units hit by the splash do not suffer this UI "error". I apologize for being largely useless towards your more than likely simple requests, but I just don't know anything about building actors. Thanks for being patient and I hope this information is relevant.
Duping makes it set to some predefined defaults which usually include a 2 added to the end of stuff. this often means a 2 is added to fields where it should not and even some events.
Buffs have a field that can override the UI of unit icons.
Copying should work fine, it is duping that gives the problems.
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
It doesn't seem to be overriding the targets that receive the damage/effect via splash, though.
Only units with the buff set to override stuff are affected.
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
@DrSuperEvil: Go
Well I looked over every last event, twice, for each actor. Everything is fine, but the error persists. It would be nice if this error message would be a little more specific.
I really don't know what to do... redo the actors from scratch? Is there a good actor tutorial? I can't find one that answers my questions.