SEE LATER POST-Figured out a much better way to do this.
Ive been trying to fix this forever and havent found a better solution myself or on these forums.
First off this is for a map with only one level (if you have a turret on the ground and the same type of turret on a cliff this will not work.
Also this if for units that shoot missiles) i do not know if it works with other types of attacks.
In truth this is probably not the best way to do this but if you are desperate it should work.
Once you have opened up your map and data editor click the filters and set it to actors and type in the name of your "Attack Missile" actor (for instance the photon cannon has the actor "Photon Cannon Actor Missile" For this actor to be here you have to copy/make an actor for whatever tower/unit you are using. (it is named whatever you named it)
You should see a selection for this actor (not the model) called "Events +"
Double click on this and an event window will open with a few events in it depending on the attack missile.
Right-click and go to add event. Look back in the window and a new event with the title "Action Damage" will be there. Left click it.
Now you need to go to the "Msg Type" box and scroll down till you find "Unit Birth"-click this
Now go down one more box to the "Source Name" box scroll down and find the "Weapon" unit associated with your unit and left click it. (for a photon cannon the name of the weapon is "Weapon - Phase Cannon Weapon")
Leave the last box unchanged and look back at the event window. Look under the "Unitbrith.<Your Weapon Name>" event (there may be more than one make sure you click on the one that says "Action Impact") and click on the "Action Impact" name.
Click the box next to the "Msg Type" text and scroll down until you find either "Set Position Height (Absolute)" or "Set Position Height (Relative)", both work in different ways
"Set Position Height (Relative)" is easier. Just type in the X/Y values of a position in your map (if you dont know how to find these values I explain it farther down the post) that has the correct cliff height and then Set the height value to the height you want your missile to come from (for a photon cannon the turret height is almost exactly 1 but from different sizes/turrets you have to find the correct height through trial and error).
Now when your unit shoots the bolt should spawn at that height above the base of your unit.
"Set Position Height (Absolute)" is slightly different. First off hit ok on the event window-we'll come back to this in a second. Go to your custom map and hover over a cliff that is the same height as the place where you are going to build your turrets. On the very bottom left of the program bar you sould see "Point: (.*,.*,.*) where *=numberz. the last value is the point you want. It might register, for instance, (88.2, 96.5, 5.0) This means the X value of that point is 88.2 the Y value is 96.5 and the Z (height) value is 5.0
Record the Z (height) value, go back to your data editor and re-open the event window for your unit's "Attack Missile" actor.
Find the (SetZ__) text and click on it (it should be under the "UnitBirth" event you made earlier)
Now change the height value to the value you recorded before but with the height you want it to shoot from added (so for the sample point and a tower that you want to shoot from 1 height from the base of the tower it would be (5+1)) To find the right height that you need to add you just have to test different values.
Now when your unit shoots the missile should spawn at that height and shoot. However, the attack will only target the base of the eneny unit for some unkown reason...like i said this isnt the best way but it might work for you or at least help you think of something to fix this (if you find a better fix let me know)
There's a much simpler way to do it. In the Attack actor, under Launch Site Operations add the line "SOpHigherBy5". That will orientate the launch site 5 units above the model's origin.
For more flexibility, you can dupe the SOpHigherBy5 actor (yes site ops are actors themselves) and change the Offset field to whatever you want. You can also combine site operations, for example "SOpAttachCenter SOpHigherBy5" will position the launch site at 5 units above the models center.
This is for units without attachments points right? The title was kind of confusing and I was thinking just use Launch Attachment Query the whole time when your missile is shooting.
In addition to the launch attachment query, you need to make sure the "Art - Missile" field is set up correctly. I know this one got me for awhile when my Photon Cannon got messed up. I kept seeing the ball of energy coming out from my High Templar's feet and I kept thinking over and over "my launch attachment query+ is messed up". Turns out it was the Art - Missile field that was messed up. For the High Templar throwing Photon Cannon example:
Attachment - Launch Attachment Query+: Right 0:Center (throws the missile from the right hand of my High Templar)
Art - Missile: MageArcaneBarrageAttackMissile (<- I couldn't think of a unique ability name)
To make your unit attack from the spot you want it to and not the base of the unit you have to go through a
series of things to do.
1. I assume you have your Missile/Damage actors copied correctly, otherwise find out how to do that first.
2. Double click your Missile Actor and hit suggest underneath the top box-it should copy the name of your
Missile Actor.
3.Go to your damage actor and scroll down to where you see Missile (or Art - Missile whichever setting you have
on) Doubleclick this and type in the name of your Missile Actor. THIS IS VERY IMPORTANT!
4. Your "Launch Attachment Querry +" box uses the actor whose name appears in the previously mentioned
"Art - Missile" or "Missile" box located in your Attack actor.
5. Double click on the "Launch Attachment Querry +" box and hit the "Direct" bubble at the top (not sure how
the other bubble works) Now you can change where your "Missile" actor launches from.
For example, these settings used with a photon cannon will Launch a Photon Cannon Attack Missile from the Turret of the photon
cannon:
This is used for anything that launches a missile: units such as stalkers and buildings such as missile turrets.
For everything else im not sure if it will or will not work.
TYVM everyone who helped me figure this out especially Kurodragon, hope it helps everyone else before they
waste 8 hours of their lives to try and puzzle it out.
3.Go to your damage actor and scroll down to where you see Missile (or Art - Missile whichever setting you have on) Doubleclick this and type in the name of your Missile Actor. THIS IS VERY IMPORTANT!
I always forget that you can turn prefixes like "Art - " off. I find it sooo much more convenient having similar fields grouped together. So after you figured out the prefix, is that what ended up fixing this?
I dont think the prefixes change anything, I just accidentally turned em off the first time i opened up the editor and havent figured out how to fix em
The only thing prefixes change is the order that they're listed in. The Data Editor is listed alphabetically (if you click on the "field" at the top of the list to gain the triangle icon next to it, which is so by default). With the prefixes, similar fields are bunched together since the prefixes themselves denote similar fields "art", "attachment", "Event", ect. Without the prefixes, fields of a similar type are intermingled. You can do a quick test of it to see what I mean, I just did so a second a go to double check before posting.
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SEE LATER POST-Figured out a much better way to do this.
Ive been trying to fix this forever and havent found a better solution myself or on these forums. First off this is for a map with only one level (if you have a turret on the ground and the same type of turret on a cliff this will not work. Also this if for units that shoot missiles) i do not know if it works with other types of attacks. In truth this is probably not the best way to do this but if you are desperate it should work.
Once you have opened up your map and data editor click the filters and set it to actors and type in the name of your "Attack Missile" actor (for instance the photon cannon has the actor "Photon Cannon Actor Missile" For this actor to be here you have to copy/make an actor for whatever tower/unit you are using. (it is named whatever you named it) You should see a selection for this actor (not the model) called "Events +" Double click on this and an event window will open with a few events in it depending on the attack missile. Right-click and go to add event. Look back in the window and a new event with the title "Action Damage" will be there. Left click it. Now you need to go to the "Msg Type" box and scroll down till you find "Unit Birth"-click this Now go down one more box to the "Source Name" box scroll down and find the "Weapon" unit associated with your unit and left click it. (for a photon cannon the name of the weapon is "Weapon - Phase Cannon Weapon") Leave the last box unchanged and look back at the event window. Look under the "Unitbrith.<Your Weapon Name>" event (there may be more than one make sure you click on the one that says "Action Impact") and click on the "Action Impact" name. Click the box next to the "Msg Type" text and scroll down until you find either "Set Position Height (Absolute)" or "Set Position Height (Relative)", both work in different ways
"Set Position Height (Relative)" is easier. Just type in the X/Y values of a position in your map (if you dont know how to find these values I explain it farther down the post) that has the correct cliff height and then Set the height value to the height you want your missile to come from (for a photon cannon the turret height is almost exactly 1 but from different sizes/turrets you have to find the correct height through trial and error). Now when your unit shoots the bolt should spawn at that height above the base of your unit.
"Set Position Height (Absolute)" is slightly different. First off hit ok on the event window-we'll come back to this in a second. Go to your custom map and hover over a cliff that is the same height as the place where you are going to build your turrets. On the very bottom left of the program bar you sould see "Point: (.*,.*,.*) where *=numberz. the last value is the point you want. It might register, for instance, (88.2, 96.5, 5.0) This means the X value of that point is 88.2 the Y value is 96.5 and the Z (height) value is 5.0 Record the Z (height) value, go back to your data editor and re-open the event window for your unit's "Attack Missile" actor. Find the (SetZ__) text and click on it (it should be under the "UnitBirth" event you made earlier) Now change the height value to the value you recorded before but with the height you want it to shoot from added (so for the sample point and a tower that you want to shoot from 1 height from the base of the tower it would be (5+1)) To find the right height that you need to add you just have to test different values.
Now when your unit shoots the missile should spawn at that height and shoot. However, the attack will only target the base of the eneny unit for some unkown reason...like i said this isnt the best way but it might work for you or at least help you think of something to fix this (if you find a better fix let me know)
There's a much simpler way to do it. In the Attack actor, under Launch Site Operations add the line "SOpHigherBy5". That will orientate the launch site 5 units above the model's origin.
For more flexibility, you can dupe the SOpHigherBy5 actor (yes site ops are actors themselves) and change the Offset field to whatever you want. You can also combine site operations, for example "SOpAttachCenter SOpHigherBy5" will position the launch site at 5 units above the models center.
Hope that helps.
@RileyStarcraft: Go
Seems to work for me tyvm :D
This is for units without attachments points right? The title was kind of confusing and I was thinking just use Launch Attachment Query the whole time when your missile is shooting.
@Kurodragon: Go
Im not sure but i tried using the launch querry thingy and it didnt work.
In addition to the launch attachment query, you need to make sure the "Art - Missile" field is set up correctly. I know this one got me for awhile when my Photon Cannon got messed up. I kept seeing the ball of energy coming out from my High Templar's feet and I kept thinking over and over "my launch attachment query+ is messed up". Turns out it was the Art - Missile field that was messed up. For the High Templar throwing Photon Cannon example:
Attachment - Launch Attachment Query+: Right 0:Center (throws the missile from the right hand of my High Templar)
Art - Missile: MageArcaneBarrageAttackMissile (<- I couldn't think of a unique ability name)
@Azkit: Go
Still doesnt work for me >.< any extra info would be cool
nvm just figured it out longer post later.
To make your unit attack from the spot you want it to and not the base of the unit you have to go through a series of things to do.
1. I assume you have your Missile/Damage actors copied correctly, otherwise find out how to do that first.
2. Double click your Missile Actor and hit suggest underneath the top box-it should copy the name of your Missile Actor.
3.Go to your damage actor and scroll down to where you see Missile (or Art - Missile whichever setting you have on) Doubleclick this and type in the name of your Missile Actor. THIS IS VERY IMPORTANT!
4. Your "Launch Attachment Querry +" box uses the actor whose name appears in the previously mentioned "Art - Missile" or "Missile" box located in your Attack actor.
5. Double click on the "Launch Attachment Querry +" box and hit the "Direct" bubble at the top (not sure how the other bubble works) Now you can change where your "Missile" actor launches from.
For example, these settings used with a photon cannon will Launch a Photon Cannon Attack Missile from the Turret of the photon cannon:
Launch Attachment Querry+: Origin 0|Turret Missile: PhotonCannonAttackMissile
This is used for anything that launches a missile: units such as stalkers and buildings such as missile turrets. For everything else im not sure if it will or will not work.
TYVM everyone who helped me figure this out especially Kurodragon, hope it helps everyone else before they waste 8 hours of their lives to try and puzzle it out.
I always forget that you can turn prefixes like "Art - " off. I find it sooo much more convenient having similar fields grouped together. So after you figured out the prefix, is that what ended up fixing this?
@Azkit: Go
I dont think the prefixes change anything, I just accidentally turned em off the first time i opened up the editor and havent figured out how to fix em
The only thing prefixes change is the order that they're listed in. The Data Editor is listed alphabetically (if you click on the "field" at the top of the list to gain the triangle icon next to it, which is so by default). With the prefixes, similar fields are bunched together since the prefixes themselves denote similar fields "art", "attachment", "Event", ect. Without the prefixes, fields of a similar type are intermingled. You can do a quick test of it to see what I mean, I just did so a second a go to double check before posting.