I have been messing around with Actors, trying to make it so that the Missile Turret's attacks, the rocket and the hellfire attack, cause a larger explosion visual. One such visual I had thrown in was the nova blast. I have gotten it so that for each hellfire missile that is destroyed on impact, it creates the nova actor which plays out the effect just nicely. The only 2 issues that come with it are that the nova effect occurs at the missile turret's base instead of the impact location, and I am unable to change the size of it. Same thing with the size issue occurs with the explosion effect of the regular missiles. I toiled for a good 3 hours, both trial and error as well as attempting research but no joy.
There are multiple ways to do this. Probably the intended way would be to set the Impact Map + field of the action actor associated with the attack; for the missile turret this would be the Missile Turret Attack actor.
For this field, you can specify a model and a sound, which are played on missile impact. You can select different variants based on the type of impact (flesh, metal etc); most likely, you only want to specify None, which will be used as a default, if no other variant is specified. You can also set a scale, however that field doesn't seem to be functional for now.
To change the scale regardless, you can create your own impact model actor. The Impact Model field links to a base actor, which is used to create the model at the impact location. It defaults to GenericAttackImpactModel. You can search for this actor, copy it and change the copys scale, lets take a factor of 2. Rename it to something that makes sense, for example GenericAttackImpactScale2 and use that actor as an Impact Model for the action actor. Now, the impact effect should use the scale.
Another method would be to create a new actor of type Model, based on ModelAnimationStyleOneShot. Set the Art - Model field to your desired model, change the scale to your liking and add following event:
The advantage of the action actor method over the 2nd would be, that the impact occurs at the point, where the missile impacts on the enemy model, while the 2nd actor would just be created at the general location of the impact effect. However, the 2nd method is easier to realize.
Kueken, I tried those methods as best as I could but I was getting absolutely 0 changes when I was testing them. For the sake of ease, I will talk about the second method you mentioned. When I create this new Actor type Model with the animation style, I know that I need to put whatever effect I want as the model (like the nova explosion). Now, the event that needs to be entered, will this be entered inside this newly created actor, or inside the actor associated with the attack?
Oh, for the first method, the impact map field changes yielded no results, and neither did changing the Impact Model which is just below the Impact Map. I also found the generic impact, copied it, changes the name, and then linked it to the Impact Model field AND Impact Map in all 3 combinations of the 2. On this generic impact, there was only 1 art field with scale, which did not have the XYZ options, but one single overall scale, was that the correct one to be changing? Anyway, I changed it to 10 from 1, and I still saw nothing. I did the same thing with the nova and got nothing. Haha, oh man...
Oh, and the second method is ok because its a large explosion so accuracy is not an issue. Plus this is mostly for prototyping purposes.
I have been messing around with Actors, trying to make it so that the Missile Turret's attacks, the rocket and the hellfire attack, cause a larger explosion visual. One such visual I had thrown in was the nova blast. I have gotten it so that for each hellfire missile that is destroyed on impact, it creates the nova actor which plays out the effect just nicely. The only 2 issues that come with it are that the nova effect occurs at the missile turret's base instead of the impact location, and I am unable to change the size of it. Same thing with the size issue occurs with the explosion effect of the regular missiles. I toiled for a good 3 hours, both trial and error as well as attempting research but no joy.
There are multiple ways to do this. Probably the intended way would be to set the Impact Map + field of the action actor associated with the attack; for the missile turret this would be the Missile Turret Attack actor.
For this field, you can specify a model and a sound, which are played on missile impact. You can select different variants based on the type of impact (flesh, metal etc); most likely, you only want to specify None, which will be used as a default, if no other variant is specified. You can also set a scale, however that field doesn't seem to be functional for now.
To change the scale regardless, you can create your own impact model actor. The Impact Model field links to a base actor, which is used to create the model at the impact location. It defaults to GenericAttackImpactModel. You can search for this actor, copy it and change the copys scale, lets take a factor of 2. Rename it to something that makes sense, for example GenericAttackImpactScale2 and use that actor as an Impact Model for the action actor. Now, the impact effect should use the scale.
Another method would be to create a new actor of type Model, based on ModelAnimationStyleOneShot. Set the Art - Model field to your desired model, change the scale to your liking and add following event:
The advantage of the action actor method over the 2nd would be, that the impact occurs at the point, where the missile impacts on the enemy model, while the 2nd actor would just be created at the general location of the impact effect. However, the 2nd method is easier to realize.
What's your actor event? Damage effect start? Change it to Damage effect start and maybe add a term like "at effect"
Kueken, I tried those methods as best as I could but I was getting absolutely 0 changes when I was testing them. For the sake of ease, I will talk about the second method you mentioned. When I create this new Actor type Model with the animation style, I know that I need to put whatever effect I want as the model (like the nova explosion). Now, the event that needs to be entered, will this be entered inside this newly created actor, or inside the actor associated with the attack?
Oh, for the first method, the impact map field changes yielded no results, and neither did changing the Impact Model which is just below the Impact Map. I also found the generic impact, copied it, changes the name, and then linked it to the Impact Model field AND Impact Map in all 3 combinations of the 2. On this generic impact, there was only 1 art field with scale, which did not have the XYZ options, but one single overall scale, was that the correct one to be changing? Anyway, I changed it to 10 from 1, and I still saw nothing. I did the same thing with the nova and got nothing. Haha, oh man...
Oh, and the second method is ok because its a large explosion so accuracy is not an issue. Plus this is mostly for prototyping purposes.