I was messing around with some things using this tutorial with a base and made a neat little Artillery weapon. However, I can't get the missile to actually face up when it goes up, and face down as it goes down along the parabola. It just permanently goes forward.
Thanks for creating this tutorial! I started using the galaxy editor about a week ago, and your tutorials are invaluable! Playing around with the data editor myself was a very slow process, and your tutorials have shaved off about 80% of the learning time.
Thanks, I learned a lot about movers from his map and his post. Turns out I had Parabola Upright ticked and that causes the missile not to bend with its path.
Really good tute mate, easy to follow and straight to the point.
1 question, Iv noticed that when attacking units that would be unable to attack back, instead of them attempting to move away like they would with a standard weapon, the targets just sit there and take it, wondering what aspect of the weapon/effect changes this?
Edit: After further testing im still running into problems making the animation smooth when using the weapon with a marauder. I apply the created weapon to a marine and he points his gun and rocks back and forth and a little missile comes out, i stick it on a marauder and he just stands there and missiles magicly appear! Whats his deal man?
#1 is probably that you forgot to check the Notification flag in the damage effect. (Could also be the Damage Response field in the damage effect, check both Acquire and Flee.)
#2 is a little more complicated and has to do with the way that Marauders attack animation is set up so that it alternates between their left and right arms. You have to edit the Launch Attachment query field in the Attack actor and change it to "PatternMarauder". If you want them alternating like regular marauders do then you need to dupe the PatternMarauder attach method and change the Driver field to the identifier of the Launch Missile effect, then set the Launch Attachment Query to reference your custom attach method. Like I said, a bit more complicated. :)
Yeah was the Damage Response field, hadn't checked either, thanks for that =)
After some trial and error i still cant seem to get m marauder functioning correctly. Id love it if you could expand on this tutorial to include attachment points and attachment patterns not just for marauder but also for the reaper and thor etc. Any further information you could share on 'from-scratch' designs (including spells maybe?) would be fantastic
Yeah was the Damage Response field, hadn't checked either, thanks for that =)
As for the Mara, sounds like a pain, but im pretty determined to get a smooth Mara unit going so ill go fiddle till i break something =) Thanks for the tips =)
Update, Okay redid the whole thing from scratch with a Mara using a photon cannons attack, the attachment linking seems to have worked as the projectiles originate from his alternating arms, however, the marauder still isn't moving his arms like he does when he fires his default weapon, what did i miss?
----
Looks like it's a quirk of how the Marauder actor is set up, in order to have him alternate which attack animation is played. Open up the actor events and where it says "Effect.MarauderLM.Start", change MarauderLM to your launch missile effect. There are six events you have to change.
It worked fine with the marine because the marine actor has the default settings of just playing the standard attack animation whenever any weapon attack is used.
I followed your tutorial, and it works, but I have some rouge animation coming from the Marines foot once attacking. It doesn't go away after attacking either. What did I do wrong?
ATTACHMENTS
animationbug.jpg
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
By request, here's a tutorial on how to create a missile weapon from scratch (i.e. no duplication of existing objects.)
http://rileystarcraft.blogspot.com/2010/06/tutorial-create-missile-weapon.html
I guess I'll have to bookmark your blog :)
Great work again, man.
@s3rius: Go
Awesome tutorial again :)
If you want to have an ability with a missile simply add the launch effect to the ability and skip the weapon.
I was messing around with some things using this tutorial with a base and made a neat little Artillery weapon. However, I can't get the missile to actually face up when it goes up, and face down as it goes down along the parabola. It just permanently goes forward.
Thanks for creating this tutorial! I started using the galaxy editor about a week ago, and your tutorials are invaluable! Playing around with the data editor myself was a very slow process, and your tutorials have shaved off about 80% of the learning time.
@Kurodragon: Go
http://forums.sc2mapster.com/development/map-development/1687-movers/?post=3 this may help you
Thanks, I learned a lot about movers from his map and his post. Turns out I had Parabola Upright ticked and that causes the missile not to bend with its path.
Really good tute mate, easy to follow and straight to the point.
1 question, Iv noticed that when attacking units that would be unable to attack back, instead of them attempting to move away like they would with a standard weapon, the targets just sit there and take it, wondering what aspect of the weapon/effect changes this?
Edit: After further testing im still running into problems making the animation smooth when using the weapon with a marauder. I apply the created weapon to a marine and he points his gun and rocks back and forth and a little missile comes out, i stick it on a marauder and he just stands there and missiles magicly appear! Whats his deal man?
@Reya:
#1 is probably that you forgot to check the Notification flag in the damage effect. (Could also be the Damage Response field in the damage effect, check both Acquire and Flee.)
#2 is a little more complicated and has to do with the way that Marauders attack animation is set up so that it alternates between their left and right arms. You have to edit the Launch Attachment query field in the Attack actor and change it to "PatternMarauder". If you want them alternating like regular marauders do then you need to dupe the PatternMarauder attach method and change the Driver field to the identifier of the Launch Missile effect, then set the Launch Attachment Query to reference your custom attach method. Like I said, a bit more complicated. :)
@Riley
Yeah was the Damage Response field, hadn't checked either, thanks for that =)
After some trial and error i still cant seem to get m marauder functioning correctly. Id love it if you could expand on this tutorial to include attachment points and attachment patterns not just for marauder but also for the reaper and thor etc. Any further information you could share on 'from-scratch' designs (including spells maybe?) would be fantastic
Quote from Reya:
@Riley
Yeah was the Damage Response field, hadn't checked either, thanks for that =)
As for the Mara, sounds like a pain, but im pretty determined to get a smooth Mara unit going so ill go fiddle till i break something =) Thanks for the tips =)
Update, Okay redid the whole thing from scratch with a Mara using a photon cannons attack, the attachment linking seems to have worked as the projectiles originate from his alternating arms, however, the marauder still isn't moving his arms like he does when he fires his default weapon, what did i miss?
----
Looks like it's a quirk of how the Marauder actor is set up, in order to have him alternate which attack animation is played. Open up the actor events and where it says "Effect.MarauderLM.Start", change MarauderLM to your launch missile effect. There are six events you have to change.
It worked fine with the marine because the marine actor has the default settings of just playing the standard attack animation whenever any weapon attack is used.
Awesome tutorials, Riley! Keep up the good work.
Very helpful, thank you so much !
I'm having problems, when I create anything, I have no options for editing. All can do is switch the group and type
I'd be willing to help but you're going to have to be a lot more specific about what the problem is because that's vague as hell.
@RileyStarcraft: Go
Thanks a lot, but I actually found the problem :) sorry about the vagueness though
Thanks for another great tutorial Riley!
Great tutorial, but I got lost at the end at "Launch Assets." I do not for the life of me see any Launch Assets field.
@KickstandDingo: Go
I got lost there to.
I followed your tutorial, and it works, but I have some rouge animation coming from the Marines foot once attacking. It doesn't go away after attacking either. What did I do wrong?