Yeah, I knew I had to change the Z value, and I got the offset to work fairly quickly. Had to change the Y value too (negative Y means away from the model!) it was starting from somewhere behind the mouth before I changed it. Thanks for the help though, and the other feedback. I appreciate it.
So it turns out that in order to do both of the things I wanted (single flame stream and source of attack at head) I just needed to change the Attachment - Launch Attachment Query on the Attack actor for my flamethrower weapon to be AMFilterHead instead of AMFilterWeapon.
Now you too can make Lurkers breathe fire, or Zealots for that matter. Now I just need to figure out the offset to make it look like it's coming from the mouth instead of the forehead...
Thanks for the help guys, I appreciate it. Managed to get the visual to go out the distance I wanted, now I just need to figure out if I can make the attack animation a single stream instead of two side-by-side. I'm trying to make a Lurker breathe fire...I assume it's going to need a turret on its head in order to accomplish this correctly, but I'm not sure. Looking into it.
I am currently attempting to make a flamethrower-like attack, and since I like the Firebat attack model more than the Hellion, I thought I'd give it a whirl with that. Two things: I increased the range of the attack from 2 (normal Firebat distance) to 5 and the visual does not reach out to the distance, and I was attempting to make the attack a single stream, but it still comes out as two jets of flame.
I assume there's just something I'm missing about increasing the range, so I'm going to see what I can glean from the forum. I also assume that the reason the "FirebatAttackModel" is two jets of flame is because it's built that way and I'd probably be better off using the "HellionBeamModel" for my attack rather than trying to edit a model (blech).
Yeah, I knew I had to change the Z value, and I got the offset to work fairly quickly. Had to change the Y value too (negative Y means away from the model!) it was starting from somewhere behind the mouth before I changed it. Thanks for the help though, and the other feedback. I appreciate it.
So it turns out that in order to do both of the things I wanted (single flame stream and source of attack at head) I just needed to change the Attachment - Launch Attachment Query on the Attack actor for my flamethrower weapon to be AMFilterHead instead of AMFilterWeapon.
Now you too can make Lurkers breathe fire, or Zealots for that matter. Now I just need to figure out the offset to make it look like it's coming from the mouth instead of the forehead...
Thanks for the help guys, I appreciate it. Managed to get the visual to go out the distance I wanted, now I just need to figure out if I can make the attack animation a single stream instead of two side-by-side. I'm trying to make a Lurker breathe fire...I assume it's going to need a turret on its head in order to accomplish this correctly, but I'm not sure. Looking into it.
I am currently attempting to make a flamethrower-like attack, and since I like the Firebat attack model more than the Hellion, I thought I'd give it a whirl with that. Two things: I increased the range of the attack from 2 (normal Firebat distance) to 5 and the visual does not reach out to the distance, and I was attempting to make the attack a single stream, but it still comes out as two jets of flame.
I assume there's just something I'm missing about increasing the range, so I'm going to see what I can glean from the forum. I also assume that the reason the "FirebatAttackModel" is two jets of flame is because it's built that way and I'd probably be better off using the "HellionBeamModel" for my attack rather than trying to edit a model (blech).
Any feedback is appreciated.
Related Thread: http://forums.sc2mapster.com/development/map-development/1021-hellions-flame-attack/