I am currently attempting to make a flamethrower-like attack, and since I like the Firebat attack model more than the Hellion, I thought I'd give it a whirl with that. Two things: I increased the range of the attack from 2 (normal Firebat distance) to 5 and the visual does not reach out to the distance, and I was attempting to make the attack a single stream, but it still comes out as two jets of flame.
I assume there's just something I'm missing about increasing the range, so I'm going to see what I can glean from the forum. I also assume that the reason the "FirebatAttackModel" is two jets of flame is because it's built that way and I'd probably be better off using the "HellionBeamModel" for my attack rather than trying to edit a model (blech).
I did this myself actually. I don't have the editor on this computer, but you have to edit the scale of the firebat attack animation. So what I think you must do is look up the firebat unit. Then in the tree below find the model associated with the attack, should be listed under Models and called Firebat Attack Flame. Change the scale of the Y from 1.0 to 2.0. You can also mess around with the X and Z scales to make it look bad ass.
Also, if you want to add a little style to it, make the max Y scale to 2.5 and the min Y scale to 2.0 so the effect will vary between the min and max, makeing the flame a little long some attacks, and shorter some. I think it's a cool effect.
Around the area where you change the scale like HatTruck mentioned there should be some offsets (in the create persistant to be exact). These offsets are the distances it starts to render the flame from the turret and can be changed to make the flame reach its destination without too much overflame.
I've had some fun making my own version of the perdition turret for a turret defence game and ran into a few issues with the above and a few extras where the flame just randomly decides to stop functioning (but it kept doing damage) which I solved by editing the effectexecuteindex of the attackbeam to 1 in the events
Thanks for the help guys, I appreciate it. Managed to get the visual to go out the distance I wanted, now I just need to figure out if I can make the attack animation a single stream instead of two side-by-side. I'm trying to make a Lurker breathe fire...I assume it's going to need a turret on its head in order to accomplish this correctly, but I'm not sure. Looking into it.
So it turns out that in order to do both of the things I wanted (single flame stream and source of attack at head) I just needed to change the Attachment - Launch Attachment Query on the Attack actor for my flamethrower weapon to be AMFilterHead instead of AMFilterWeapon.
Now you too can make Lurkers breathe fire, or Zealots for that matter. Now I just need to figure out the offset to make it look like it's coming from the mouth instead of the forehead...
Yeah, I knew I had to change the Z value, and I got the offset to work fairly quickly. Had to change the Y value too (negative Y means away from the model!) it was starting from somewhere behind the mouth before I changed it. Thanks for the help though, and the other feedback. I appreciate it.
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I am currently attempting to make a flamethrower-like attack, and since I like the Firebat attack model more than the Hellion, I thought I'd give it a whirl with that. Two things: I increased the range of the attack from 2 (normal Firebat distance) to 5 and the visual does not reach out to the distance, and I was attempting to make the attack a single stream, but it still comes out as two jets of flame.
I assume there's just something I'm missing about increasing the range, so I'm going to see what I can glean from the forum. I also assume that the reason the "FirebatAttackModel" is two jets of flame is because it's built that way and I'd probably be better off using the "HellionBeamModel" for my attack rather than trying to edit a model (blech).
Any feedback is appreciated.
Related Thread: http://forums.sc2mapster.com/development/map-development/1021-hellions-flame-attack/
I did this myself actually. I don't have the editor on this computer, but you have to edit the scale of the firebat attack animation. So what I think you must do is look up the firebat unit. Then in the tree below find the model associated with the attack, should be listed under Models and called Firebat Attack Flame. Change the scale of the Y from 1.0 to 2.0. You can also mess around with the X and Z scales to make it look bad ass.
Also, if you want to add a little style to it, make the max Y scale to 2.5 and the min Y scale to 2.0 so the effect will vary between the min and max, makeing the flame a little long some attacks, and shorter some. I think it's a cool effect.
Around the area where you change the scale like HatTruck mentioned there should be some offsets (in the create persistant to be exact). These offsets are the distances it starts to render the flame from the turret and can be changed to make the flame reach its destination without too much overflame.
I've had some fun making my own version of the perdition turret for a turret defence game and ran into a few issues with the above and a few extras where the flame just randomly decides to stop functioning (but it kept doing damage) which I solved by editing the effectexecuteindex of the attackbeam to 1 in the events
Thanks for the help guys, I appreciate it. Managed to get the visual to go out the distance I wanted, now I just need to figure out if I can make the attack animation a single stream instead of two side-by-side. I'm trying to make a Lurker breathe fire...I assume it's going to need a turret on its head in order to accomplish this correctly, but I'm not sure. Looking into it.
So it turns out that in order to do both of the things I wanted (single flame stream and source of attack at head) I just needed to change the Attachment - Launch Attachment Query on the Attack actor for my flamethrower weapon to be AMFilterHead instead of AMFilterWeapon.
Now you too can make Lurkers breathe fire, or Zealots for that matter. Now I just need to figure out the offset to make it look like it's coming from the mouth instead of the forehead...
Offsets again... Change the Z value
Yeah, I knew I had to change the Z value, and I got the offset to work fairly quickly. Had to change the Y value too (negative Y means away from the model!) it was starting from somewhere behind the mouth before I changed it. Thanks for the help though, and the other feedback. I appreciate it.