Actors : im not sure if its in the EVENT + or what not . but it has to do with atachment points , run a search in the forum ive seen alot of people talk about this.
The Action actor defines where projectiles and beams are launched and where they target. You can even use Site actors to create launch sites not even on the unit or on attachments.
I've tried to change Launch attachment point of Phoenix Ion Cannon actors and it worked strange: one of ion beams started to income from unit's arm, but the second one kept incoming from its center.
So I've decided to create my own weapon. I've created it having Phoenix Ion Cannon as example and I've created all objects needed for weapon. But there is a difference I don't know how to equalize:
My Action actor doesn't have effectLaunch field at top. It only has Impact Effect. All types and fields of all effecs/agents/units etc are equal or similar, but I still don't have effectLaunch at my actor. Look at pictures I attached: (my editor is russian but you'll recognize the thing)
1. I have weapon's effect = Launch type, and Launch effect's effect = Damage type.
It works.
But when I set weapon's effect = persistent, persistent's effect = Launch type, and Launch effect's effect = Damage type - it doesn't work: my unit swinging his arms, but there is no launch/damage effects. Why? How to make persistent work?
2. When I use simple Launch and Damage scheme, it works, and I have AMFilterWeapon value in Launch Attach field of actor, but my unit (zealot) still acts strange: when he attacks with his left hand, launch incoming from the tip of his hand, but when he attacks with right hand, launch incoming from the center of his body. So how to make him to launch beam with right hand either? Like marauder who use both hands to attack?
Well, I've solved the launch site issue by changing unit from zealot to zealot prizoner. Prisoner uses his left and right hands alternately to attack. Usual zealot uses left hand and stomach. Dunno why.
So, now I got everything I wanted when starting the thread, so, I'll just mark it as solved.
Thank you guys!
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Some projectiles inome from the center of the unit, some - from his arms. What defines this difference?
Actors : im not sure if its in the EVENT + or what not . but it has to do with atachment points , run a search in the forum ive seen alot of people talk about this.
The Action actor defines where projectiles and beams are launched and where they target. You can even use Site actors to create launch sites not even on the unit or on attachments.
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
Action actor -> Launch attachment point
Also make sure the missile fired in the LM event and attack actor are one and the same.
I've tried to change Launch attachment point of Phoenix Ion Cannon actors and it worked strange: one of ion beams started to income from unit's arm, but the second one kept incoming from its center.
So I've decided to create my own weapon. I've created it having Phoenix Ion Cannon as example and I've created all objects needed for weapon. But there is a difference I don't know how to equalize:
My Action actor doesn't have effectLaunch field at top. It only has Impact Effect. All types and fields of all effecs/agents/units etc are equal or similar, but I still don't have effectLaunch at my actor. Look at pictures I attached: (my editor is russian but you'll recognize the thing)
So, how to get that effectLaunch field?
Sorry my Russian isnt that good. The token fields merely refer to certain events in the actor events. I never use them.
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 have 2 more questions now:
1. I have weapon's effect = Launch type, and Launch effect's effect = Damage type. It works.But when I set weapon's effect = persistent, persistent's effect = Launch type, and Launch effect's effect = Damage type - it doesn't work: my unit swinging his arms, but there is no launch/damage effects. Why? How to make persistent work?2. When I use simple Launch and Damage scheme, it works, and I have AMFilterWeapon value in Launch Attach field of actor, but my unit (zealot) still acts strange: when he attacks with his left hand, launch incoming from the tip of his hand, but when he attacks with right hand, launch incoming from the center of his body. So how to make him to launch beam with right hand either? Like marauder who use both hands to attack?
You could always specify two launch sites and have two actions and have a split effect tree which has a mutually exclusive buff/validator system.
Also please rephrase your question as I cannot understand half of what you are refering to.
Marauder has two different attack animations that must refer to different attachment points when launching
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
Well, I've solved the launch site issue by changing unit from zealot to zealot prizoner. Prisoner uses his left and right hands alternately to attack. Usual zealot uses left hand and stomach. Dunno why.
So, now I got everything I wanted when starting the thread, so, I'll just mark it as solved.
Thank you guys!