I tried it with Zpore Crawler (spore crawler) on my "Zutralisk", but it doesn't work. But after I combined with another two tutorials from you about turret, It start attack, BUT...
The missile of the spore crawler shoots from the ground. ( I don't know why, I already create and used the Site Actors)
I changed the Attack Actor's Launch Request+ to the Spore Crawler's model actor, the missile now shoots from the spore crawler BUT...
The missile launch from the origin point Spore Crawler not from the weapons of the spore crawler.
I don't know what happened and tried many ways to solve it but still fail.
So I removed everything about missile and make the Spore Crawler's weapon to something similar with Siege Tank (siege mode), everythings solve since there is no missile.
But I really want to know how to make the missile to shoot from the spore crawler.
PS: Anyways, thanks for your tutorials, I learned how to attach an unit to another unit from this tutorials.
My Zutralisk looks cute and awesome, but the spore crawler....haiz (It was my first craetion)
EDITED: I Solved It by create a new map, and do everything again without changing the Launch Assets+ (once I change it, the problem appear again). Thanks anyway.
@BluefFacedGit - the link was broken when the tutorials section was moved. Just click on the link in my signature and find the attachment tutorial in my archive. There are several tutorials in it that could help you with attaching that turret.
@Eonfuzz - I can't download the map. It links to a screen of meaningless symbols and wingdings.
@TheOvermind9 - Yeah. . . there are a lot of touchy fields. It's to know you figured it out on your own though :D
I followed your tutorial (mainly for the sake of adding a tentacle attack to a unit) and the tentacle works great. However I encountered a problem when 2 units with tentacles encounter each other. The tentacels work kinda strange in that case; the attacked units tentacle seems to attach to the missile instead of the tentacle of the attacker. So the attacked unit appears to be hitting itself with the tentacle.
Also, you could also have a look at this thread, where I have another strange problem with tentacles (just if you have some spare time ;) )
i can't download the map you uploaded so I can't help with either problem atm. If your Uberlisk is encountering problems when faced with another tentacle unit then something is wrong with the Uberlisk. I say this mainly because the test map has Uberlisk vs Spine Crawlers (two tentacle units) and experiences no issues. You should try to find an alternative method for uploading your map so that I can take a look.
Not generally vs tentacle units, though, just specifically when encountering the same target; I probably misformulated that one. (Uberlisks fighting other Uberlisks for your example)
The Overlords got a spine crawler attached to their heads, following this uberlisk tutorial (I skipped the site operations part and straight up attached it to the head).
The Overseers got a tentacle missile like I described in the other thread.
Attacking the spine crawlers on the map works fine but attacking enemy overlords causes all damaged overlords to hit themselves with their tentacles.
Attacking with the overseers against either target has the problem mentioned in the other thread, where the tentacle would not attach to the overseer properly but will just be thrown onto the enemy in an unextended version (maybe some values are a little off in that current version, I messed around a lot in order to get it to work. For the original preferences, you could have a look at the other thread again)
Thank you very much for taking your time for this :)
There were quite a few issues with the test map you sent me with regards to not following the details in the tutorial. That being said, it would likely be easier for you to just walk through the tutorial again than for me to list off every change you should make given that I'd just be quoting parts of the tutorial. Don't change things like movers (Why Stalker?) or cut out Site Operations unless you know exactly why they were being used. While you can skip a few of the SOps for the Overlord, you can't cut out half the SOps for the Overseer's Return fields.
So in order to fix the Overseer, you need to treat it exactly the same as the Uberlisk tentacles, but only change where the Site Actor is attached (the center). You don't have one at all which is what prevents the tentacles from animating how they should. By including the SOps you left out, this should fix the tentacle curling I saw when they attacked.
Now for the Overlord, part of the problem is that the tentacles launch from a Site that both the attacking and defending unit have. This is causing the missile to launch from the Site Actor closest to the target so that it appears to be attacking itself. This is the same for any unit that attacks another unit with the same Site Actor.
To fix this you need to either make validators for the Site Actor and the Missile Actors that tie the Site Actor to a specific unit (preventing it from being shared by attacking units) OR use the Host fields to set scopes that check for the Caster/Source of an effect.
The validator method will say "launch from the Site Actor that is attached to the unit this fires from"
The scope method will say "launch from the unit that created the effect specified here __"
There were quite a few issues with the test map you sent me with regards to not following the details in the tutorial. That being said, it would likely be easier for you to just walk through the tutorial again than for me to list off every change you should make given that I'd just be quoting parts of the tutorial. Don't change things like movers (Why Stalker?) or cut out Site Operations unless you know exactly why they were being used. While you can skip a few of the SOps for the Overlord, you can't cut out half the SOps for the Overseer's Return fields.
The Overseer was not based on your tutorial at all (in fact, I created it without even knowing your tutorial), I based the attack on the spinecrawler attack and tried to modify the missile that way it requires no tentacle at the unit at all. I basically had the overseer with the spinecrawler attack (which did not work, of course), then I changed the missile from invisible to tentacle. This made the weapon work exactly like it is now. After this I began to cut/modify site operations, movers, actor events etc etc to filter out the thing, which was responsible for this behavior. However, nothing changed at all, so mover and the whole stuff I changed does not really have influence on this, I suppose.
Your method is quite different, since you are not creating a missile with a tentacle look, but you have an invisible missile, where you attach an existing tentacle of the source unit (or one of its attachments).
I have no idea, how to transfer sites and site ops from this method to my overseer, which does not have such a tentacle at all. But like stated, the overseer was just an experiment to find out what is really essential for a tentacle missile, so I did not expect it to be perfect in the first place ;) Also, like stated, I messed around with the values , site ops, movers etc quite a lot, but nothing of it seemed to have any influence at all to this problem.
Quote:
So in order to fix the Overseer, you need to treat it exactly the same as the Uberlisk tentacles, but only change where the Site Actor is attached (the center). You don't have one at all which is what prevents the tentacles from animating how they should. By including the SOps you left out, this should fix the tentacle curling I saw when they attacked.
So I would need to attach a whole spine crawler again? Not possible without this? Too bad, I created the Overseer just to find a method without having to do this.
So basically, what you are saying is: There is no workaround to this tutorial. In order to create a working tentacle missile, you need to have some kind of tentacle attached to the unit. Correct?
Can I somehow utilize different tentacle optics that way? Like the RoachTentacle used by the Overseer? Simply changing the model of the attached spinecrawler to the tentacle does not work.
Quote:
Now for the Overlord, part of the problem is that the tentacles launch from a Site that both the attacking and defending unit have. This is causing the missile to launch from the Site Actor closest to the target so that it appears to be attacking itself. This is the same for any unit that attacks another unit with the same Site Actor.
To fix this you need to either make validators for the Site Actor and the Missile Actors that tie the Site Actor to a specific unit (preventing it from being shared by attacking units) OR use the Host fields to set scopes that check for the Caster/Source of an effect.
The validator method will say "launch from the Site Actor that is attached to the unit this fires from"
The scope method will say "launch from the unit that created the effect specified here "
Okay. Was this a mistake on my part again? Or does the uberlisk in your tutorial also attack itself
€ using scope caster instead of implicit for the missile actor fields Host Supporter+ and Host Return+ worked nicely.
Well that would explain a lot about your Overseer lol Xp I assumed both were made using my tutorial which is why I referred back to it. It IS possible to launch missiles without using attached Spine Crawlers. You still need the various SOps for return, but you would reference points on the Overseer instead of the Site Actor or Spine Crawler. You could also ignore the ::Supporter events that reference the Spine Crawler. You will still need the various movers and the Signals, but these signals would be sent to the Overseer instead. Instead of triggering animations on the Overseer, they'd server as phases for the tentacle that break up the attack into segments that transition smoothly rather than the curled up tentacle you currently get.
Also, I'm not saying that the self-attacking tentacles was a mistake on your part, but is something I didn't cover in the tutorial. I made this a while ago and I haven't encountered the problem you've experienced until you brought it up. I don't actually get the same behavior you described with 1v1, but if a 3rd Uberlisk wanders by the tentacles do start to misbehave. Thus the two methods of fixing this are my suggestion for how you might adjust your units so that they don't exhibit this behavior.
At some point I might update the tutorial to include steps for how to allow multiple units with these attachments to launch tentacles at each other without ill effects. It might just be easier for me to make a tentacle missile tutorial that covers tentacles specifically given this tutorial is more about showcasing the Uberlisk than it is about covering any one topic in detail lol
Thanks for the useful tutorial and the great support you keep giving to the community.
My problem is the following: I have a weapon attached to a custom unit (with a custom model), and it's firing from beneath the model itself. I have read before in this thread that you mentioned to someone else this problem, but at that time it was referred to the fact that the guy had some stock elements still linked, and I don't.
I have the following:
A weapon connected to a Launch effect.
A Launch Effect connected to a Damage effect. I have tried tinkering with the "Launch Offset" there, but to no avail.
An Action Actor for the Attack. I have tried to set "Launch Attachment Query" to Overhead, but no changes happened. So I linked a Site Actor to the "Launch Site", and a SOp to the "Launch Site Ops"
The "Launch Site" actor has the Birth/Create Death/Destroy events set I think alright. Host subject on the main Actor, and Host Site Operations to a SOp Adjustment actor (as per your tutorial on Attachments).
The "SOp (Local Offset)" actor is set to Local Offset: "0,0,+10" (just wanted to exaggerate on the Z axis to be sure that I'd notice the missile pop out of the ground; but nothing.
Oh, I must also note that the impact location is apparently working fine, and it's not under the target model.
Any insight on what I could be missing would be greatly appreciated, as I have gone back an forth on all the data tables several times now, and I am sure you know how it feels ;).
Thanks again,
I'm assuming you're talking about a projectile that is firing from the unit's origin. This typically means one or more fields on the many parts of the missile is set incorrectly. Start with both Attachment Query fields on the Attack Actor, then the actor events on the same. Then check that you don't have an extra SOp linked. Also, you need to have at least one launch/impact sound or model connected to the Attack Actor (stupid, I know) before it launches properly. Check that you're using the correct mover on the missile itself.
There are a lot of other things you could check, but start with these things. They've been the most common problems I've dealt with.
Thanks a lot for your reply, and yes, I was talking about a projectile firing from unit's origin.
I checked the things you said, but I am afraid I still cannot see the problem. I will report those data for you, if you still have patience to bear with me, I will try to state everything as clearly as possibile, to avoid speaking of different things:
I checked the Attack Actor; I am assuming we are talking about the "Action" actor with the "Attack Effect/Impact Effect/Launch Effect" options, am I right? There are several different "Attachment Query" fields, but since you said "both" I suppose you talk about the two "Launch Attachment Query - Fallback" and "Launch Attachment Query - Methods". The former is set to default "Center"; the latter was set to Overhead 0, but now I put it into default "AMFilter 00" to be sure I didn't touch anything extra. As for the Events of this same, I guess what we are interested in checking is that I have "Effect.WeaponLaunchMissile.Start || At Caster => Create". As for the SOp linked here, I had my SOpAdjust on "Launch Site Ops - Operations"; since I am not sure what do you mean by "extra" SOp, I just removed it and put it to default "SOpAttachHarness"; what remains linked here is the "AttackLocation" actor.
This "AttackLocation" actor has as "Host - Subject" the main unit actor (not the attack actor!) and as the "Host Site Operations - Operations" my "SOpAdjust" local offset.
I do have "Attack Impact" and "Blood Target Impact" linked as models to my Attack actor, as well as Launch and Impact sounds. I have no Launch model attached to it though. Besides, I am using stock models and sounds here, as per the Photon Cannon Weapon. Just to note.
My missile uses a "Missile" Mover type basically duplicated from the Photon Cannon missile as well. Height mapped "Air". I don't know if that's of any importance.
Gosh, I feel like the average housewife calling techsupport, going like: « And also there is this little gnawed apple thingy in the back of my computer! » « Madam, that's the logo of your computer producers -_-" ». So, thanks for the patience, I really appreciate!
Is the Art - Missile field of your attack actor correctly linked to your missile actor? This was my main problem with this when I started creating missiles.
That was really it. I feel kinda stupid, but still, there are so many fields to look for.
Also, it was kind of tricky to understand were to exactly link the SOp Offset, but, with a little tinkering here and there, I finally managed to do it. Thank you really much.
On a side note, is there a way to visualize the offset without having to restart a test every time? Like, I don't know, through the model viewer or something.
Just wondering.
On a side note, is there a way to visualize the offset without having to restart a test every time? Like, I don't know, through the model viewer or something. Just wondering.
I usually test this with a kind of "attachment test actor"; an actor which attaches a small model (I usually use the photon cannon projectile) to the specific unit. Then I change SOps until the photon cannon ball is exactly at the position where I want it; then I use the SOps for the real Actor.
Make sure you set the attachment model to be created at unit birth, set host to _selectable and use the SOps you gonna use for your final Actor. Also after each change, replace the unit on the map, not all changes get changed for pre-placed units in the editor (ingame they should, but in the editor they still show up the old way most likely)
Hi, I want to ask if you can make the spine attack only on a specific direction/zone (green grass) like the green spine in the image.
And I found a little error in the guide, actor type "Attack" should be "Action", at attack actors (end of the guide).
I'm having a similar problem to sunyatasattva. But my models are set up correctly (as far as I can tell)
Basically I'm using the utility truck model for my unit, which has an origin, centre and overhead. I think it has a target point as well, but that's not important. Obviously it doesn't have many attachement points, so I made 2 new points up for turrets, I want one at the front and one at the back. So far, so good. The turrets appear, they turn, they track, all the cool stuff. For turrets I'm using the Folsom turrets. Now, the problem appears when using the weapons, the projectile fires, and lo an' behold, it's from the unit origin. Now, I have set it up, so that it should be firing from the same point that the turrets are attached to. As I said they're fine. Obviously this isn't working, can you only have 1 thing attached to a point at a time, as in, I need to make new points for the projectiles to launch from?
@mihai14 - I purposely associate Action Actors with Attack. Thus it's not a mistake to say Attack. It's intentional. However, you can specify attack directions under the turret actor/object. You have arc on the weapon, yaw arc on the turret object and yaw start (original facing). Through these 3 fields you can restrict turret attacks to a particular area.
@Wolf1322 - you can have as many objects attached to the same point as you want. My Uberlisk attaches multiple Spine Crawlers to the same point. Do you have sites for each of the turrets and are your Launch Site Operations setup to shoot the missiles from said sites?
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I tried it with Zpore Crawler (spore crawler) on my "Zutralisk", but it doesn't work. But after I combined with another two tutorials from you about turret, It start attack, BUT... The missile of the spore crawler shoots from the ground. ( I don't know why, I already create and used the Site Actors)
I changed the Attack Actor's Launch Request+ to the Spore Crawler's model actor, the missile now shoots from the spore crawler BUT... The missile launch from the origin point Spore Crawler not from the weapons of the spore crawler.
I don't know what happened and tried many ways to solve it but still fail. So I removed everything about missile and make the Spore Crawler's weapon to something similar with Siege Tank (siege mode), everythings solve since there is no missile.
But I really want to know how to make the missile to shoot from the spore crawler.
PS: Anyways, thanks for your tutorials, I learned how to attach an unit to another unit from this tutorials. My Zutralisk looks cute and awesome, but the spore crawler....haiz (It was my first craetion)
EDITED: I Solved It by create a new map, and do everything again without changing the Launch Assets+ (once I change it, the problem appear again). Thanks anyway.
Greetings Prozaic great tutorial
Only I have a small problem. In the hosting- Hosted attachments + I can find the AMFilterweapon
Thanks
Nvm got it :)
Updated many outdated steps to the new patches.
@BluefFacedGit - the link was broken when the tutorials section was moved. Just click on the link in my signature and find the attachment tutorial in my archive. There are several tutorials in it that could help you with attaching that turret.
@Eonfuzz - I can't download the map. It links to a screen of meaningless symbols and wingdings.
@TheOvermind9 - Yeah. . . there are a lot of touchy fields. It's to know you figured it out on your own though :D
Hey
I followed your tutorial (mainly for the sake of adding a tentacle attack to a unit) and the tentacle works great. However I encountered a problem when 2 units with tentacles encounter each other. The tentacels work kinda strange in that case; the attacked units tentacle seems to attach to the missile instead of the tentacle of the attacker. So the attacked unit appears to be hitting itself with the tentacle.
Also, you could also have a look at this thread, where I have another strange problem with tentacles (just if you have some spare time ;) )
i can't download the map you uploaded so I can't help with either problem atm. If your Uberlisk is encountering problems when faced with another tentacle unit then something is wrong with the Uberlisk. I say this mainly because the test map has Uberlisk vs Spine Crawlers (two tentacle units) and experiences no issues. You should try to find an alternative method for uploading your map so that I can take a look.
Not generally vs tentacle units, though, just specifically when encountering the same target; I probably misformulated that one. (Uberlisks fighting other Uberlisks for your example)
I uploaded the map Link Removed: http://www.mediafire.com/?7c1i538mqkwje0e .
The Overlords got a spine crawler attached to their heads, following this uberlisk tutorial (I skipped the site operations part and straight up attached it to the head).
The Overseers got a tentacle missile like I described in the other thread.
Attacking the spine crawlers on the map works fine but attacking enemy overlords causes all damaged overlords to hit themselves with their tentacles.
Attacking with the overseers against either target has the problem mentioned in the other thread, where the tentacle would not attach to the overseer properly but will just be thrown onto the enemy in an unextended version (maybe some values are a little off in that current version, I messed around a lot in order to get it to work. For the original preferences, you could have a look at the other thread again)
Thank you very much for taking your time for this :)
There were quite a few issues with the test map you sent me with regards to not following the details in the tutorial. That being said, it would likely be easier for you to just walk through the tutorial again than for me to list off every change you should make given that I'd just be quoting parts of the tutorial. Don't change things like movers (Why Stalker?) or cut out Site Operations unless you know exactly why they were being used. While you can skip a few of the SOps for the Overlord, you can't cut out half the SOps for the Overseer's Return fields.
So in order to fix the Overseer, you need to treat it exactly the same as the Uberlisk tentacles, but only change where the Site Actor is attached (the center). You don't have one at all which is what prevents the tentacles from animating how they should. By including the SOps you left out, this should fix the tentacle curling I saw when they attacked.
Now for the Overlord, part of the problem is that the tentacles launch from a Site that both the attacking and defending unit have. This is causing the missile to launch from the Site Actor closest to the target so that it appears to be attacking itself. This is the same for any unit that attacks another unit with the same Site Actor.
To fix this you need to either make validators for the Site Actor and the Missile Actors that tie the Site Actor to a specific unit (preventing it from being shared by attacking units) OR use the Host fields to set scopes that check for the Caster/Source of an effect.
The validator method will say "launch from the Site Actor that is attached to the unit this fires from"
The scope method will say "launch from the unit that created the effect specified here __"
The Overseer was not based on your tutorial at all (in fact, I created it without even knowing your tutorial), I based the attack on the spinecrawler attack and tried to modify the missile that way it requires no tentacle at the unit at all. I basically had the overseer with the spinecrawler attack (which did not work, of course), then I changed the missile from invisible to tentacle. This made the weapon work exactly like it is now. After this I began to cut/modify site operations, movers, actor events etc etc to filter out the thing, which was responsible for this behavior. However, nothing changed at all, so mover and the whole stuff I changed does not really have influence on this, I suppose.
Your method is quite different, since you are not creating a missile with a tentacle look, but you have an invisible missile, where you attach an existing tentacle of the source unit (or one of its attachments).
I have no idea, how to transfer sites and site ops from this method to my overseer, which does not have such a tentacle at all. But like stated, the overseer was just an experiment to find out what is really essential for a tentacle missile, so I did not expect it to be perfect in the first place ;) Also, like stated, I messed around with the values , site ops, movers etc quite a lot, but nothing of it seemed to have any influence at all to this problem.
So I would need to attach a whole spine crawler again? Not possible without this? Too bad, I created the Overseer just to find a method without having to do this.
So basically, what you are saying is: There is no workaround to this tutorial. In order to create a working tentacle missile, you need to have some kind of tentacle attached to the unit. Correct?
Can I somehow utilize different tentacle optics that way? Like the RoachTentacle used by the Overseer? Simply changing the model of the attached spinecrawler to the tentacle does not work.
Okay. Was this a mistake on my part again? Or does the uberlisk in your tutorial also attack itself
€ using scope caster instead of implicit for the missile actor fields Host Supporter+ and Host Return+ worked nicely.
Well that would explain a lot about your Overseer lol Xp I assumed both were made using my tutorial which is why I referred back to it. It IS possible to launch missiles without using attached Spine Crawlers. You still need the various SOps for return, but you would reference points on the Overseer instead of the Site Actor or Spine Crawler. You could also ignore the ::Supporter events that reference the Spine Crawler. You will still need the various movers and the Signals, but these signals would be sent to the Overseer instead. Instead of triggering animations on the Overseer, they'd server as phases for the tentacle that break up the attack into segments that transition smoothly rather than the curled up tentacle you currently get.
Also, I'm not saying that the self-attacking tentacles was a mistake on your part, but is something I didn't cover in the tutorial. I made this a while ago and I haven't encountered the problem you've experienced until you brought it up. I don't actually get the same behavior you described with 1v1, but if a 3rd Uberlisk wanders by the tentacles do start to misbehave. Thus the two methods of fixing this are my suggestion for how you might adjust your units so that they don't exhibit this behavior.
At some point I might update the tutorial to include steps for how to allow multiple units with these attachments to launch tentacles at each other without ill effects. It might just be easier for me to make a tentacle missile tutorial that covers tentacles specifically given this tutorial is more about showcasing the Uberlisk than it is about covering any one topic in detail lol
@ProzaicMuze: Go
Hello ProzaicMuze,
Thanks for the useful tutorial and the great support you keep giving to the community.
My problem is the following: I have a weapon attached to a custom unit (with a custom model), and it's firing from beneath the model itself. I have read before in this thread that you mentioned to someone else this problem, but at that time it was referred to the fact that the guy had some stock elements still linked, and I don't. I have the following:
Any insight on what I could be missing would be greatly appreciated, as I have gone back an forth on all the data tables several times now, and I am sure you know how it feels ;). Thanks again,
Veren
I'm assuming you're talking about a projectile that is firing from the unit's origin. This typically means one or more fields on the many parts of the missile is set incorrectly. Start with both Attachment Query fields on the Attack Actor, then the actor events on the same. Then check that you don't have an extra SOp linked. Also, you need to have at least one launch/impact sound or model connected to the Attack Actor (stupid, I know) before it launches properly. Check that you're using the correct mover on the missile itself.
There are a lot of other things you could check, but start with these things. They've been the most common problems I've dealt with.
@ProzaicMuze: Go
Thanks a lot for your reply, and yes, I was talking about a projectile firing from unit's origin.
I checked the things you said, but I am afraid I still cannot see the problem. I will report those data for you, if you still have patience to bear with me, I will try to state everything as clearly as possibile, to avoid speaking of different things:
Gosh, I feel like the average housewife calling techsupport, going like: « And also there is this little gnawed apple thingy in the back of my computer! » « Madam, that's the logo of your computer producers -_-" ». So, thanks for the patience, I really appreciate!
Is the Art - Missile field of your attack actor correctly linked to your missile actor? This was my main problem with this when I started creating missiles.
@Kueken531: Go
That was really it. I feel kinda stupid, but still, there are so many fields to look for. Also, it was kind of tricky to understand were to exactly link the SOp Offset, but, with a little tinkering here and there, I finally managed to do it. Thank you really much.
On a side note, is there a way to visualize the offset without having to restart a test every time? Like, I don't know, through the model viewer or something. Just wondering.
Anyways, Thank you so much again!
I usually test this with a kind of "attachment test actor"; an actor which attaches a small model (I usually use the photon cannon projectile) to the specific unit. Then I change SOps until the photon cannon ball is exactly at the position where I want it; then I use the SOps for the real Actor.
Make sure you set the attachment model to be created at unit birth, set host to _selectable and use the SOps you gonna use for your final Actor. Also after each change, replace the unit on the map, not all changes get changed for pre-placed units in the editor (ingame they should, but in the editor they still show up the old way most likely)
@Kueken531: Go
Thanks Kueken, great idea! That was really helpful. *bows*
Hi, I want to ask if you can make the spine attack only on a specific direction/zone (green grass) like the green spine in the image. And I found a little error in the guide, actor type "Attack" should be "Action", at attack actors (end of the guide).
I'm having a similar problem to sunyatasattva. But my models are set up correctly (as far as I can tell) Basically I'm using the utility truck model for my unit, which has an origin, centre and overhead. I think it has a target point as well, but that's not important. Obviously it doesn't have many attachement points, so I made 2 new points up for turrets, I want one at the front and one at the back. So far, so good. The turrets appear, they turn, they track, all the cool stuff. For turrets I'm using the Folsom turrets. Now, the problem appears when using the weapons, the projectile fires, and lo an' behold, it's from the unit origin. Now, I have set it up, so that it should be firing from the same point that the turrets are attached to. As I said they're fine. Obviously this isn't working, can you only have 1 thing attached to a point at a time, as in, I need to make new points for the projectiles to launch from?
@mihai14 - I purposely associate Action Actors with Attack. Thus it's not a mistake to say Attack. It's intentional. However, you can specify attack directions under the turret actor/object. You have arc on the weapon, yaw arc on the turret object and yaw start (original facing). Through these 3 fields you can restrict turret attacks to a particular area.
@Wolf1322 - you can have as many objects attached to the same point as you want. My Uberlisk attaches multiple Spine Crawlers to the same point. Do you have sites for each of the turrets and are your Launch Site Operations setup to shoot the missiles from said sites?