This is another weird problem I have encountered. I made a bomb weapon for the banshee and the bomb needs some time to fall down on the ground unit. When there are many banshees releasing bombs at the same time and only a few of them suffice to kill the unit, the impact model (explosion) of the additional bombs (which hit the ground after the unit has already died) occurs at the banshee itself, not at the ground position where the target unit was located before.
The bomb weapon itself causes a launch missile effect.
The launch missile effect has "target impact location: target point" and "impact effect: search area effect"
The search area effect obviously searches for units to apply the damage to and has "target launch location: source point" set
The actor (explosion animation) gets triggered by the search area effect ("Effect.BansheeBombSearchArea.Start -> Create")
@DrSuperEvil: Go
What do I have to check there? The only entry with fallback (besides the launch site) is "Target: Impact Site Fallback" and is set to "GenericAttackImpactFallbackSite"
i guess you somehow maybe attach (via Host+) explosion to _Selectable? Because you say it's target point so it should work without any units in first place
base it on ModelAnimationStyleOneShot without whitespaces in name
Effect/missile is launching and explosion appears on launching unit during point impact (this would point that explosion is attaching incorrectly)
Effect/missile is launched incorrectly due hell know what (may be mover, incorrect impact location) and explosion appears right away on launching unit due hitting in it's point.
point out which scenario you have.
Btw. You mention "The search area effect obviously searches for units to apply the damage to and has "target launch location: source point" set". Should also have impact location at Target point. try to play with those 2
Btw2 i meant not to have _Selectable; should be implicit
@Nerfpl: Go
Thanks. It's working now. I don't know why though. I remade the entire weapon/effects/actors. I guess it was a problem with the triggering of the explosion model animation.
It was a problem with the "Action" actor. I forget what the tabs are exactly called, but in the actor there are impact/launch hosts and site operations. The host determines where the impact animation plays, and site operations are positional modifiers like head, chest, weapon, etc. The problem likely was that the impact host was modified to something incorrect. Usually the default "implicit" works when you want a missile to hit something, which is probably why it worked when you redid it.
This is another weird problem I have encountered. I made a bomb weapon for the banshee and the bomb needs some time to fall down on the ground unit. When there are many banshees releasing bombs at the same time and only a few of them suffice to kill the unit, the impact model (explosion) of the additional bombs (which hit the ground after the unit has already died) occurs at the banshee itself, not at the ground position where the target unit was located before.
I don't see what's wrong.
Check the fallback attachment/unit on the action actor.
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 What do I have to check there? The only entry with fallback (besides the launch site) is "Target: Impact Site Fallback" and is set to "GenericAttackImpactFallbackSite"
So you checked where that site applies to?
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
Ehm no, I honestly don't have a clue on how to deal with fallback values :/ New terrain to me. Can you give me a hint?
i guess you somehow maybe attach (via Host+) explosion to _Selectable? Because you say it's target point so it should work without any units in first place
base it on ModelAnimationStyleOneShot without whitespaces in name
@Nerfpl: Go Did that but got still the same problem.
well there are 2 scenarios
point out which scenario you have.
Btw. You mention "The search area effect obviously searches for units to apply the damage to and has "target launch location: source point" set". Should also have impact location at Target point. try to play with those 2
Btw2 i meant not to have _Selectable; should be implicit
@Nerfpl: Go Thanks. It's working now. I don't know why though. I remade the entire weapon/effects/actors. I guess it was a problem with the triggering of the explosion model animation.
@Ranuglin: Go
It was a problem with the "Action" actor. I forget what the tabs are exactly called, but in the actor there are impact/launch hosts and site operations. The host determines where the impact animation plays, and site operations are positional modifiers like head, chest, weapon, etc. The problem likely was that the impact host was modified to something incorrect. Usually the default "implicit" works when you want a missile to hit something, which is probably why it worked when you redid it.
The fallback stuff is where it appears if it fails to find a target which is often the caster.
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