Hello,
I want unit attack with tentacles, connecting it to enemy. Tentacle should start from random point at model, and finish on random point. I know how to set first part (based on nerual parasite), but no idea how to accomplish second (random points). Can you point me?
I'm making progress, but encountered some problems. If you can, check example map:
-when one unit moves out of range, tentacles connected to all other units disappear (it's issue of neuralparasitetentacle actor events - there is event that stop animation bracket)
-tentacles are not connected to units, but to ground, and not moves with units
The dislocation is caused by the actor being orphaned and not destroying correctly. Odds are you are having several tentacles destroyed on proximity if only one unit meets the requirements. Probably best to have an invisible actor attached to the individual unit that the tentacle attaches to that has the tentacle as a supporter which it sends the message for destruction to as a target.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
The dislocation is caused by the actor being orphaned and not destroying correctly.
Possible fixes? I tried fighting with persistents, but they sometimes work on only one tentacle, other time works on everyone, and sometimes on any (after few times).
Quote:
Probably best to have an invisible actor attached to the individual unit that the tentacle attaches to that has the tentacle as a supporter which it sends the message for destruction to as a target.
What you mean "has tentacle as a supporter"? Can you give me pointer? That invisible unit should move with real target, yes? Maybe it is easier to archive with triggers?
One method is like I used in the community project power grid system where I built in a looping timer on the tentacle that has several kill switches (Destroy event actions) linked to it that are validated.
Under the model actor is a group of fields for determining the supporter actor. This can then be refered to using the ::Supporter message under the Target field of the events.
Hello, I want unit attack with tentacles, connecting it to enemy. Tentacle should start from random point at model, and finish on random point. I know how to set first part (based on nerual parasite), but no idea how to accomplish second (random points). Can you point me?
@ShadowDancer93:
Try going to the missile effect and playing around with the impact locations and the launch locations.
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I believe what the previous post means is check the Action actor used by your ability and the Combat - Impact Attachment Query - Methods field.
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 making progress, but encountered some problems. If you can, check example map:
-when one unit moves out of range, tentacles connected to all other units disappear (it's issue of neuralparasitetentacle actor events - there is event that stop animation bracket)
-tentacles are not connected to units, but to ground, and not moves with units
The dislocation is caused by the actor being orphaned and not destroying correctly. Odds are you are having several tentacles destroyed on proximity if only one unit meets the requirements. Probably best to have an invisible actor attached to the individual unit that the tentacle attaches to that has the tentacle as a supporter which it sends the message for destruction to as a target.
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
Possible fixes? I tried fighting with persistents, but they sometimes work on only one tentacle, other time works on everyone, and sometimes on any (after few times).
What you mean "has tentacle as a supporter"? Can you give me pointer? That invisible unit should move with real target, yes? Maybe it is easier to archive with triggers?
One method is like I used in the community project power grid system where I built in a looping timer on the tentacle that has several kill switches (Destroy event actions) linked to it that are validated.
Under the model actor is a group of fields for determining the supporter actor. This can then be refered to using the ::Supporter message under the Target field of the events.
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