Hey guys, have an idea for visual but i'm not sure how to make it. Can i launch existing actor from one attachment to another with defined speed and then return it to his place.
Also want to ask is it possible to make this, using not just straight-line movement but a complex mover?
My advice do like the tentacles and attach the object to an attachment of a missile via the reference set actor events that moves to the other location via an internalised Launch Missile effect (caster to caster with an Action actor that defines the launch and impact sites) before attaching to the other atachment point on impact and then reversing the process, or having a returning missile that lingers for a long time via the Effect - Return Delay field.
In short study the spine crawlers and leviathan tentacle actors
thanks, already did. But can i use mover actor for moving attached model from one attachment to another more smoothly. Or missile is the only solution in this case? I also want to add that this attachments belongs to the same model, and after motion done, i need this missile stay for awhile before next launch.
another question: How to set up beam from caster to missile, that is launched by caster. I playedd with beam endpoints with no result. For beam creation i used launch effect is it right?
thanks, already did. But can i use mover actor for moving attached model from one attachment to another more smoothly. Or missile is the only solution in this case? I also want to add that this attachments belongs to the same model, and after motion done, i need this missile stay for awhile before next launch.
Renee's GAx3 Mod adds a function to move an actor from one attachment point to another smoothly. I didn't try it yet and I don't know, how it is realized internally; you could try it out.
I don't think, you can use mover sites for this; from my understanding, the mover sites cannot be moved to a specific attachment point of some actor. I might be wrong, though; at least I didn't manage to get it to work.
another question: How to set up beam from caster to missile, that is launched by caster. I playedd with beam endpoints with no result. For beam creation i used launch effect is it right?
Yea thats what i was looking for, thx figured it out. Now have another problem. I want to destroy actors when missile launches and create when it returns, i tried use signals for that but it works strange. So i destroy few beams when misile launches - its ok. But when i create it with signal again it doesnt show up. When i deleted actor orphan event from beam's actor it shows up, but after that its not deleting after next launch effect....
Did it. Another problem appeared... I dont want delete missile actor after missile died, i deleted unit death and orphan events from its actor but its all the same.
It is not a good idea to use a unit actor without a unit. I recommend to fake it by adding a matching model actor at the position of the missile, when it dies.
This is not the option in my case. There is a beam that is attached to missile actor, it will be destroyed. I've changed the death type of my missile in launch effect to none and now visuals works just as i want. But now i need to delete previous missiles before launching next to prevent duplication. And i face another problem with that. I tried search area effect to delete missiles and i thought it will work but then i've noticed, that after missiles reaches the caster (my missiles returning after hit) the missile actor is in his place while the missile unit itself stays on the ground in place where he collided with caster. Also, using this approach i cannot use more than one unit of this type in my map, cuz all attacks of similiar nearby units will be destroyed, before reaching the target.
Rly don't know how to solve this problem... It would be much easier to implement if there was some way to kill the unit, while visualy save it. I'm thinking of triggers but don't know where to start. I can't even reference this missiles to destroy them before next launch effect....
The do like the tentacles and change the reference of the beam so it is set from the missile to the model created on missile death or the other attachment point in question. Infact tentacles are treated as beams when launched. In short get stufdying the levi tentacles
Hey man, just started learning leviathan tentacles and i dont get, why i cant launch in and out other models exept leviathan tentacle model.... I want to launch orb model that is created with model addition actor, can i make it? Does hosted attachments work with anything exept tentacles?
While thinking of this, figured another question. Can i dynamicaly change host and attachment methods for existing actor? Cuz it will be also solution for my problem. For example, when missile launched change host to missile, when it dies change host to owner of this missile.. something like this.
To make the model a tentacle it needs the Attacher bone, same for beams. That still has nothing to do with the changing the reference. For your second question look at the lurker attack model actors.
What the tentacle does it is changes the attachment of the beam from the unit to the missile via events on the Missile type actor. An alternative example is the phase mine ability of zeratul's ship.
Hey guys, have an idea for visual but i'm not sure how to make it. Can i launch existing actor from one attachment to another with defined speed and then return it to his place.
Also want to ask is it possible to make this, using not just straight-line movement but a complex mover?
My advice do like the tentacles and attach the object to an attachment of a missile via the reference set actor events that moves to the other location via an internalised Launch Missile effect (caster to caster with an Action actor that defines the launch and impact sites) before attaching to the other atachment point on impact and then reversing the process, or having a returning missile that lingers for a long time via the Effect - Return Delay field.
In short study the spine crawlers and leviathan tentacle actors
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
thanks, already did. But can i use mover actor for moving attached model from one attachment to another more smoothly. Or missile is the only solution in this case? I also want to add that this attachments belongs to the same model, and after motion done, i need this missile stay for awhile before next launch.
another question: How to set up beam from caster to missile, that is launched by caster. I playedd with beam endpoints with no result. For beam creation i used launch effect is it right?
Renee's GAx3 Mod adds a function to move an actor from one attachment point to another smoothly. I didn't try it yet and I don't know, how it is realized internally; you could try it out.
I don't think, you can use mover sites for this; from my understanding, the mover sites cannot be moved to a specific attachment point of some actor. I might be wrong, though; at least I didn't manage to get it to work.
Is this what you are asking for?
Yea thats what i was looking for, thx figured it out. Now have another problem. I want to destroy actors when missile launches and create when it returns, i tried use signals for that but it works strange. So i destroy few beams when misile launches - its ok. But when i create it with signal again it doesnt show up. When i deleted actor orphan event from beam's actor it shows up, but after that its not deleting after next launch effect....
Maybe have self destruct events in the beam 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
Did it. Another problem appeared... I dont want delete missile actor after missile died, i deleted unit death and orphan events from its actor but its all the same.
It is not a good idea to use a unit actor without a unit. I recommend to fake it by adding a matching model actor at the position of the missile, when it dies.
This is not the option in my case. There is a beam that is attached to missile actor, it will be destroyed. I've changed the death type of my missile in launch effect to none and now visuals works just as i want. But now i need to delete previous missiles before launching next to prevent duplication. And i face another problem with that. I tried search area effect to delete missiles and i thought it will work but then i've noticed, that after missiles reaches the caster (my missiles returning after hit) the missile actor is in his place while the missile unit itself stays on the ground in place where he collided with caster. Also, using this approach i cannot use more than one unit of this type in my map, cuz all attacks of similiar nearby units will be destroyed, before reaching the target.
Rly don't know how to solve this problem... It would be much easier to implement if there was some way to kill the unit, while visualy save it. I'm thinking of triggers but don't know where to start. I can't even reference this missiles to destroy them before next launch effect....
The do like the tentacles and change the reference of the beam so it is set from the missile to the model created on missile death or the other attachment point in question. Infact tentacles are treated as beams when launched. In short get stufdying the levi tentacles
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
Hey man, just started learning leviathan tentacles and i dont get, why i cant launch in and out other models exept leviathan tentacle model.... I want to launch orb model that is created with model addition actor, can i make it? Does hosted attachments work with anything exept tentacles?
While thinking of this, figured another question. Can i dynamicaly change host and attachment methods for existing actor? Cuz it will be also solution for my problem. For example, when missile launched change host to missile, when it dies change host to owner of this missile.. something like this.
To make the model a tentacle it needs the Attacher bone, same for beams. That still has nothing to do with the changing the reference. For your second question look at the lurker attack model actors.
What the tentacle does it is changes the attachment of the beam from the unit to the missile via events on the Missile type actor. An alternative example is the phase mine ability of zeratul's ship.
Try attaching the origin instead of the weapon.
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
nvm, did it with refset stuff..