K well, I have some questions I need answered, so I'm hoping someone here could help.
1: I gave my ships an ability to launch a nuke, it's suppose to fire a missile turret missile and when it detonates, detonate like a nuke. It works fine except for the fact that the missile flies from the ground beneath the ship, rather then from the ship itself.
2: Is there a way to change a weapons period fire-rate without a persistent file? I mean like.... I want a gun to go pewpewpew -pause- pewpewpew, but so far in my map the only way I know of getting that is with a Persistent file that allows you to change how many periods the weapon has and the time between them. But some weapons don't have that file, so I don't know how to change it.
3: Is it possible to change the color of a projectile? I wanted to use the photon cannon projectile for two different weapons, but one weapon is suppose to fire green shots rather then blue.
4: How do you go about creating a continious beam? Like the Void Ray or Sentry. I want to use the Archon attack, but make it one continious beam, but I just can't figure out how. I asked in another thread of mine and I was led to believe the answer lied with Actors, but I couldn't find the solution there and the guy who helped me never replied back.
Any answers would be greatly appreciated, as these problems are severely limiting the progress I can make.
1: I don't know a lot about this in particular, but I think if you open the Action actor and find the "Launch Attachment Query - Methods" it has parameters that the actor uses to determine what attachment point the launch occurs at. The parameters here reference the IDs of "Attach Methods" data objects. Just choose a method that will return an attachment point for the model you are using. "AMFilterWeapon" will probably work because most models have at least one attachment point with the weapon keyword. As long as you aren't picky about WHICH weapon attachment point gets used, it will do.
2: I think you mean "Create Persistent" effect. You change the effect of the weapon to anything you want, so if you want an effect like you describe, just make a Create Persistent that does it, and change the weapon's effect to that. Look at the banshee for an example.
3: I think it has to do with Host Site Operations, but I really don't have a clue. Hopefully that gives you some place to start.
4: Beams a little confusing, but like any actor, they are just set up to respond to certain events. The sentry's beam is a lot simpler than the void ray's, because the latter has a LOT of effects. The weapon is Disruption Beam. If you look at it, you see it has a Create Persistent effect, and that this effect is channeled. Now look at the disruption beam Action actor, and you will see that it has an event response for Effect.Disruptor.Start, which says Create, and Effect.Disruptor.Stop, which says destroy. Essentially, the beam appears when the effect starts, and disappears when it stops. Since the beam is channeled, it won't stop until the Sentry stops attacking. The Action actor is linked to the beam actor, so when the action actor is created, it automatically adds the beam, handles the attachment points, etc.
Actors aren't really my strong point, so any of this info could be inaccurate. Hopefully it's enough to get you started though and playing around with it until you get it.
I'll keep this in numerical order since it's easier.
1: I looked around but the problem I have with this is that when someone offers help, I can't follow their advice. In this case you mention Action Actor, and "launch attachment query methods" and other such things. But no matter how hard I look, I can't find anything even remotely close to what you're talking about.
2: This one worked perfectly, so thank you :D
3: Hmm, I looked into it but didn't figure anything out, not like it's a pressing concern anyways.
4: Like number one, these actors just give me tons of trouble. No matter how hard I look I can't find anything remotely like what people tell me. I tried to take the jerry-rigged way out and just copy-pasted the disruptors actors, but that didn't work out too well. I'm sure these actors things would be easy if I could just understand them @:
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K well, I have some questions I need answered, so I'm hoping someone here could help.
1: I gave my ships an ability to launch a nuke, it's suppose to fire a missile turret missile and when it detonates, detonate like a nuke. It works fine except for the fact that the missile flies from the ground beneath the ship, rather then from the ship itself.
2: Is there a way to change a weapons period fire-rate without a persistent file? I mean like.... I want a gun to go pewpewpew -pause- pewpewpew, but so far in my map the only way I know of getting that is with a Persistent file that allows you to change how many periods the weapon has and the time between them. But some weapons don't have that file, so I don't know how to change it.
3: Is it possible to change the color of a projectile? I wanted to use the photon cannon projectile for two different weapons, but one weapon is suppose to fire green shots rather then blue.
4: How do you go about creating a continious beam? Like the Void Ray or Sentry. I want to use the Archon attack, but make it one continious beam, but I just can't figure out how. I asked in another thread of mine and I was led to believe the answer lied with Actors, but I couldn't find the solution there and the guy who helped me never replied back.
Any answers would be greatly appreciated, as these problems are severely limiting the progress I can make.
@Colt556: Go
1: I don't know a lot about this in particular, but I think if you open the Action actor and find the "Launch Attachment Query - Methods" it has parameters that the actor uses to determine what attachment point the launch occurs at. The parameters here reference the IDs of "Attach Methods" data objects. Just choose a method that will return an attachment point for the model you are using. "AMFilterWeapon" will probably work because most models have at least one attachment point with the weapon keyword. As long as you aren't picky about WHICH weapon attachment point gets used, it will do.
2: I think you mean "Create Persistent" effect. You change the effect of the weapon to anything you want, so if you want an effect like you describe, just make a Create Persistent that does it, and change the weapon's effect to that. Look at the banshee for an example.
3: I think it has to do with Host Site Operations, but I really don't have a clue. Hopefully that gives you some place to start.
4: Beams a little confusing, but like any actor, they are just set up to respond to certain events. The sentry's beam is a lot simpler than the void ray's, because the latter has a LOT of effects. The weapon is Disruption Beam. If you look at it, you see it has a Create Persistent effect, and that this effect is channeled. Now look at the disruption beam Action actor, and you will see that it has an event response for Effect.Disruptor.Start, which says Create, and Effect.Disruptor.Stop, which says destroy. Essentially, the beam appears when the effect starts, and disappears when it stops. Since the beam is channeled, it won't stop until the Sentry stops attacking. The Action actor is linked to the beam actor, so when the action actor is created, it automatically adds the beam, handles the attachment points, etc.
Actors aren't really my strong point, so any of this info could be inaccurate. Hopefully it's enough to get you started though and playing around with it until you get it.
I'll keep this in numerical order since it's easier.
1: I looked around but the problem I have with this is that when someone offers help, I can't follow their advice. In this case you mention Action Actor, and "launch attachment query methods" and other such things. But no matter how hard I look, I can't find anything even remotely close to what you're talking about.
2: This one worked perfectly, so thank you :D
3: Hmm, I looked into it but didn't figure anything out, not like it's a pressing concern anyways.
4: Like number one, these actors just give me tons of trouble. No matter how hard I look I can't find anything remotely like what people tell me. I tried to take the jerry-rigged way out and just copy-pasted the disruptors actors, but that didn't work out too well. I'm sure these actors things would be easy if I could just understand them @: