hey i cant figur this out, have a made a custom weapon and select almost everything i need to do, so it fire and all that, but my problem it that the missile is launched from the ground and the unit dosent do any form of animplay.
do explain in details where the things are i need to change
Here's an example of how to add a photon cannon blast to a high templar:
1: Open the Data Editor.
2: Select the High Templar from the Units list.
3: Add the Attack ability to the High Templar's Ability list.
4: For some units/buildings, you're going to have to add a button for the Attack ability to its Command Card. The High Templar already has this button, so we can skip this step.
5: In the Combat - Weapons field, add Phase Cannon - Photon Cannon.
You're done!
To raise the weapon from the ground to fire from, say, his head, you would do the following:
1: Go to your weapon's actor (in our case, Photon Cannon Attack).
2: In the Target - Launch Site Ops, add SOpAttachHead.
To play an animation upon attack (if your unit doesn't already do this), you would have to go to your unit's actor (in our case, High Templar), and do the following (note that you wouldn't normally need to do this unless you're starting from scratch):
In our High Templar actor, you would go to Events and add:
Just to give a hint of what im making, the reason why i have the persisten and the search area is because i want to make a unit fire multi shots, so i use the persisten to count.
i have russian localization and some fields may have wrong names(translate English - Russian - English with loses, heh), try similar name.
1. Create Model (Missile_model) with type Missile Effect ans set Model for chosen missile model.
2. Duplicate any missile unit with their actor(missile_unit, Missile_actor)
3. Change "art - model" for duplicated actor on "Missile_model"
4. Create new actor with type:Action, based on Generic Attack (attack_actor)
5. "attack_actor" have 3 separated fields on top Attack Effect, Launch Effect, Impact Effect. Change Launch Effect value to your Launch Effect and Impact Effect to your Damage effect
6. for "attack_actor"
6.1 art-missile = "missile_actor".
6.2 mountpoint - request launch mountpoint = "Head" or "Weapon" or whatever you want - this start point for missile, also mountpoint - request impact mountpoint - endpoint for target.
7. for your weapon
7.1 Interface - damage effect = your damage effect (just for tooltip)
7.2 Effect - Effect = your Persistent effect
7.3 Weapon - Missile Unit = missile_unit
8. for launch effect
8.1 Effect-Effect = your damage effect
8.2 Unit - Ammo = missile unit
also try change movement procedure for missile_unit, some free cool effect
hey i cant figur this out, have a made a custom weapon and select almost everything i need to do, so it fire and all that, but my problem it that the missile is launched from the ground and the unit dosent do any form of animplay.
do explain in details where the things are i need to change
Here's an example of how to add a photon cannon blast to a high templar:
You're done!
To raise the weapon from the ground to fire from, say, his head, you would do the following:
To play an animation upon attack (if your unit doesn't already do this), you would have to go to your unit's actor (in our case, High Templar), and do the following (note that you wouldn't normally need to do this unless you're starting from scratch):
In our High Templar actor, you would go to Events and add:
Feel free to shoot me a PM if you have any questions.
Just to give a hint of what im making, the reason why i have the persisten and the search area is because i want to make a unit fire multi shots, so i use the persisten to count.
Weapon>Persistent>Search Area>Launch Missile>Damage
1 Weapon
4 Effects (Persistent, Damage, Search Area and Launch Missile)
1 Actor (action:MarauderAttackBase)
I pretty much got all the effects handled except Launch Missile, i can get Launch Missile to my actor or atlest i dont know how.
@JacobNielsen
shooting animation must be apply to main unit actor, not to attack actor
event effect.Persistent.start
action AnimPlay (your shooting animation)
or if you want play every shoot in persistent
event effect,Search.start
action AnimPlay (your shooting animation)
yeah but i cant get my attack actor to link to my weapon. or effect not sure where it should go under
@JacobNielsen:
i have russian localization and some fields may have wrong names(translate English - Russian - English with loses, heh), try similar name.
1. Create Model (Missile_model) with type Missile Effect ans set Model for chosen missile model.
2. Duplicate any missile unit with their actor(missile_unit, Missile_actor)
3. Change "art - model" for duplicated actor on "Missile_model"
4. Create new actor with type:Action, based on Generic Attack (attack_actor)
5. "attack_actor" have 3 separated fields on top Attack Effect, Launch Effect, Impact Effect. Change Launch Effect value to your Launch Effect and Impact Effect to your Damage effect
6. for "attack_actor"
6.1 art-missile = "missile_actor".
6.2 mountpoint - request launch mountpoint = "Head" or "Weapon" or whatever you want - this start point for missile, also mountpoint - request impact mountpoint - endpoint for target.
7. for your weapon
7.1 Interface - damage effect = your damage effect (just for tooltip)
7.2 Effect - Effect = your Persistent effect
7.3 Weapon - Missile Unit = missile_unit
8. for launch effect
8.1 Effect-Effect = your damage effect
8.2 Unit - Ammo = missile unit
also try change movement procedure for missile_unit, some free cool effect