Apply the kinetic to the target unit relative to the source unit (from the ammo unit).
The Mover phase could be detected using a Unit Compare Mover Phase validator on the ammo unit. With the return mover you could detect a specific motion phase set by the mover.
Is the return mover a guidance driver?
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Yes, the return mover has two motion phases, the last of which is a guidance driver. (It doesn't make a difference if I use the mover I posted earlier)
The kinetic is just a simpler and better way of getting the object to follow the missile ammo unit correct?
Ok, so I think the kinetic effect would work to get the missile to return to the unit with the validators you mentioned. (don't think this is what you had in mind, but just putting it out there)
However, I do have the mover set to give an arc type motion similar to the spine crawler mover. I would like to have it follow what it is doing right now visually. It just seems strange to me that it would do one thing visually and a completely different thing off on its own. Is the behavior referenced in the diagram normal behavior?
It looks like it is returning to the where my unit is heading right after it begins to return. If the actor is just for visuals, setting the host supporter, host return, and host site operations (all those things for tentacle behavior), never did anything to change the actual missiles heading(only changes visually)?
I have a missile actor, an attack action actor, caster unit actor, a continuous sound actor, a range abili actor, and a return impact actor (does animation at impact point).
That field is if you use a Beam (Simple) actor instead of a missile like the colossus does. You can either have a missile or a beam actor for the action but not both. If there are both the action actor dies and is never created causing visual errors.
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I do not believe that the caster unit actor has any attachment points set. I just need to missile to return to the unit (not any particular point or position) Should the Host Return Site Operations be set to something else?
Are these set in the model section of the data editor under (Basic) Attachment: Attachment Properties? Or they set somehow in the actual .m3 model? I was looking at the spine crawler model (Basic) Attachment: Attachment Properties and nothing was set there.
Okay the unit model does have a hardpoint attachment; however, I think the origin would be better suited for this. I went ahead and did the following(no change occurred):
Hosting: Host Return Site Operations + SOpAttachOrigin:Disabled:Disabled
I am working on a test map to show the problem, but it didnt copy over properly so I am working on it.
Ok, I pretty much have the unit and the launch missile ability copied over to a test map (without all the unnecessary stuff). It is a little off in that on the trip to the target point the picked up unit accelerates past the missile ammo unit, but it is very close.
The medic's launch boomerang (labeled as stimpack because I was too lazy to change) launches at a target point and is supposed to return any object it crosses in its path to the medic. The object is supposed to follow the missile ammo unit, but the visual and the actual position of the missile are not the same.
I have uploaded the test map as an attachment. If you would be willing to take a look at it I would really appreciate it.
Drop box links work. Curse recently "updated" this site and broke file support much to the irritation of the community. Before you could just upload your demo maps directly and people could give informed advice nearly instantly but not anymore. It will hopefully be fixed eventually.
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The boomerang should be launched at the point where a unit is so it can pick it up. Then move your unit to see the problem. Also, one thing that might help diagnose the problem is that the return impact animation occasionally happens in the wrong location when moving a certain distance from the target point.
I have tried experimenting with different return site operations, but it appears to have no effect. In addition, I experimented with Combat: Launch and Impact fields with no luck either.
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Apply the kinetic to the target unit relative to the source unit (from the ammo unit).
The Mover phase could be detected using a Unit Compare Mover Phase validator on the ammo unit. With the return mover you could detect a specific motion phase set by the mover.
Is the return mover a guidance driver?
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
Yes, the return mover has two motion phases, the last of which is a guidance driver. (It doesn't make a difference if I use the mover I posted earlier)
The kinetic is just a simpler and better way of getting the object to follow the missile ammo unit correct?
Ok, so I think the kinetic effect would work to get the missile to return to the unit with the validators you mentioned. (don't think this is what you had in mind, but just putting it out there)
However, I do have the mover set to give an arc type motion similar to the spine crawler mover. I would like to have it follow what it is doing right now visually. It just seems strange to me that it would do one thing visually and a completely different thing off on its own. Is the behavior referenced in the diagram normal behavior?
It looks like it is returning to the where my unit is heading right after it begins to return. If the actor is just for visuals, setting the host supporter, host return, and host site operations (all those things for tentacle behavior), never did anything to change the actual missiles heading(only changes visually)?
Ok, what actors do you have for this ability?
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 a missile actor, an attack action actor, caster unit actor, a continuous sound actor, a range abili actor, and a return impact actor (does animation at impact point).
Ok most problems with visuals are due to the Action actor having an error. Please give me more details on how you have set up that 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
Thank you for bearing with me DrSuperEvil.
Actors are my weakest point when it comes to the entire editor; hopefully, I am posting the relevant fields.
Everything else is left as default with parent of actor as Generic Attack.
If you duped check the Art: Beam field has not got messed up.
On the Missile actor what are the Hosting: Host Return fields set to?
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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
The Art: Beam field on action actor did have something strange in it, I set it to none (no change). Just out of curiosity what does that field do?
Missile Actor:
That field is if you use a Beam (Simple) actor instead of a missile like the colossus does. You can either have a missile or a beam actor for the action but not both. If there are both the action actor dies and is never created causing visual errors.
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
Ah okay makes sense. Guess it just wasn't set to anything valid before so did not change when I set to none.
Oh and I forgot to post the Hosting Return Site Operations field:
I am unsure if I have this field correct or not.
Does your unit have any hardpoint attachment points on the model?
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 do not believe that the caster unit actor has any attachment points set. I just need to missile to return to the unit (not any particular point or position) Should the Host Return Site Operations be set to something else?
Are these set in the model section of the data editor under (Basic) Attachment: Attachment Properties? Or they set somehow in the actual .m3 model? I was looking at the spine crawler model (Basic) Attachment: Attachment Properties and nothing was set there.
The return hosting of your missile says otherwise. Use the cutscene editor to see what your unit has attachment point wise.
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
Okay the unit model does have a hardpoint attachment; however, I think the origin would be better suited for this. I went ahead and did the following(no change occurred):
Ok, I pretty much have the unit and the launch missile ability copied over to a test map (without all the unnecessary stuff). It is a little off in that on the trip to the target point the picked up unit accelerates past the missile ammo unit, but it is very close.
The medic's launch boomerang (labeled as stimpack because I was too lazy to change) launches at a target point and is supposed to return any object it crosses in its path to the medic. The object is supposed to follow the missile ammo unit, but the visual and the actual position of the missile are not the same.
I have uploaded the test map as an attachment. If you would be willing to take a look at it I would really appreciate it.
You do know this site still has not fixed map upload support since they changed it.
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
Sorry, I did not. I am new around here and probably should have introduced myself.
Am I allowed to post an external link here to the map? Perhaps a dropbox link or something similar?
Drop box links work. Curse recently "updated" this site and broke file support much to the irritation of the community. Before you could just upload your demo maps directly and people could give informed advice nearly instantly but not anymore. It will hopefully be fixed eventually.
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
Ah okay, no worries.
Here is the link to the test map: https://www.dropbox.com/s/s7v0ct7baprvghp/BoomerangTest.SC2Map?dl=0
The boomerang should be launched at the point where a unit is so it can pick it up. Then move your unit to see the problem. Also, one thing that might help diagnose the problem is that the return impact animation occasionally happens in the wrong location when moving a certain distance from the target point.
I have tried experimenting with different return site operations, but it appears to have no effect. In addition, I experimented with Combat: Launch and Impact fields with no luck either.