I see. Something must have been modified so the unit field at the top won't do it's job. It's annoying, but just the way it is. You can fix it by adding the event manually.
Open up the event window you have there in your png. Right click -> Add Event. Change it to
UnitBirth.CrucioShockCannonMissile
Create
That means no actor is created for the missile unit. Check the actor events and make sure the creation event exist. It should look something like:
UnitBirth.CrucioShockCannonMissile
Create
Alternatively, you can specify the unit the actor is intended for at the very top of the actor where it says Unit Name. When you do, a creation event will automatically be set for you.
Don't think of it. I enjoyed playing with the siege tank :)
There's no easy way to see the difference between the maps that I know of. The only changes in the newest map I uploaded is the 2 actors I described, and Crucio Shock Cannon Missile's Impact Location to Target Point.
I'd advice you to make small changes and test for every change you make. Even now that you only copy from one map to another. That way you'll see what does what, and slowly but steadily you'll be able to use the editor much more smoothly and create new things from the grounds up withouth a second thought.
I'm sorry. That is actually my mistake when making the mover. It cannot turn, so if a unit is moving, the Crucio Shock Cannon bullet can never hit.
There are two ways to get around that problem. The first one is to set the Crucio Shock Cannon mover's Orientation Yaw, Pitch and Roll to something high like 1000. Then the missiles will always be able to turn and hit their target.
The other way is to make the missile target the point of the unit instead of the unit. To do that, change Crucio Shock Cannon Missile's Impact Location to Target Point. This second way is probably the most realistic, as the bullet wouldn't home in on the target like in the first solution. It's up to you how you want to do it.
Edit: I went ahead and fixed the delay on the effects and sounds like you mentioned.
I duplicated the Siege Tank Sieged Attack actor and made one of them the launch actor, and the other the impact actor. It might be possible to do it all in one actor, but since the launch effect and the damage effect isn't actually linked together in the effect hierarchy due to the triggering of the damage effect, I couldn't get that to work.
For the impact actor, you just have to remove two fields from Combat - Launch Assets +. Art -> set model to none. Sound -> set sound to none. This will remove any launch art or sound that was there before.
For the launch actor you will have to change two fields in Target - Impact Map +. Once in this field, click the line with index None. Click Art and remove the model. Click Sound and remove the sound. The other thing you need to change is the effect which creates the actor. At the very top where it says Attack Effect, Impact Effect and Launch Effect. Change Attack Effect to none, and Launch Effect to your Crucio Cannon's Launch Missile effect. (Note: If you change around these values to none, you will not be able to change them back to anything, and will have to modify them manually in the Events+ field. To get around that, you can make a dummy effect that doesn't get used to anything, and change the field to this dummy effect instead of none.)
You have to make a few changes in actor(s) for the siege tank's attack. As I don't have time to look in the editor right now I'll just take some quick guesses. Most likely both the launch and impact effects/sounds are created in the action actor. Change which effect creates the actor in the actor events (this triggers launch effects), and change which effect triggers the ActionImpact. I'll take a closer look later to help you move the impact effect from the target unit to the target point if that is not so already.
I made a mover in the example map, so just copy it. If it doesn't show up once copied, maybe you have to close the map and open it again for it to show. I don't usually copy like that so I am not sure. You could also just recreate it. It's a new mover with one motion phase. Driver set to Guidance, and Speed set to 20. (Speed is not the same as Maximum Speed or Minimum Speed. It's the initial speed)
Here's an example of the true random way of doing it like I described in the post above. Radius is set to 5, so it will rarely hit anything.
Thank you! In the siege cannon random offset effect, is it truly random, or is it random in the sense that it is picking from one of of the periodic offsets in the list, and if so, is there a way to make it truly random within a given range?
No, it is not truly random. It is merely picking from one of the periodic offsets in the list. If you want truly random you will have to make the offset in a trigger.
That can be done quite easily as well by the way. Just have the weapon start for example a set effect. This set effect will not do anything and just be a dummy starting a trigger. Create a trigger with the event Effect Used. Have one event for every player you want this to work for. Select the dummy set effect you just created.
Target point can be retrieved with Triggering Effect Point: Target Unit. Use your favorite random point in circular area function to pick a new point of impact.
Apply the damage effect at the newly selected point with Create Effect At Point (From Unit). The casting unit can be referenced with Triggering Effect Unit: Caster.
Ok, I have been making the inaccurate siege tank in my map, and when I look in the actor/unit (don't remember which one), the mover list doesn't show the crucio shock cannon mover I made so I can't select it.
You can specify the mover either for the ammo unit, or directly on the launch ability. If you can't find it, recreate it and try again. I don't know how I can help you on that one to be honest. It should be there.
It's fairly simple to do this modification to the siege tank weapon.
Have the weapon launch an invisible missile. On impact, the missile starts a persistent effect, which then starts the damage effect at a random offset from impact location.
Here's a map demonstrating the various pieces. Things that might need fixing includes but are not limited to proper offsets, missile speed, effects created at target unit no matter if it hits or not.
@Bagofsheep: Go
I see. Something must have been modified so the unit field at the top won't do it's job. It's annoying, but just the way it is. You can fix it by adding the event manually.
Open up the event window you have there in your png. Right click -> Add Event. Change it to
UnitBirth.CrucioShockCannonMissile Create
@Bagofsheep: Go
That means no actor is created for the missile unit. Check the actor events and make sure the creation event exist. It should look something like:
UnitBirth.CrucioShockCannonMissile
Create
Alternatively, you can specify the unit the actor is intended for at the very top of the actor where it says Unit Name. When you do, a creation event will automatically be set for you.
@Bagofsheep: Go
Don't think of it. I enjoyed playing with the siege tank :)
There's no easy way to see the difference between the maps that I know of. The only changes in the newest map I uploaded is the 2 actors I described, and Crucio Shock Cannon Missile's Impact Location to Target Point.
I'd advice you to make small changes and test for every change you make. Even now that you only copy from one map to another. That way you'll see what does what, and slowly but steadily you'll be able to use the editor much more smoothly and create new things from the grounds up withouth a second thought.
I'm sorry. That is actually my mistake when making the mover. It cannot turn, so if a unit is moving, the Crucio Shock Cannon bullet can never hit.
There are two ways to get around that problem. The first one is to set the Crucio Shock Cannon mover's Orientation Yaw, Pitch and Roll to something high like 1000. Then the missiles will always be able to turn and hit their target.
The other way is to make the missile target the point of the unit instead of the unit. To do that, change Crucio Shock Cannon Missile's Impact Location to Target Point. This second way is probably the most realistic, as the bullet wouldn't home in on the target like in the first solution. It's up to you how you want to do it.
Edit: I went ahead and fixed the delay on the effects and sounds like you mentioned.
I duplicated the Siege Tank Sieged Attack actor and made one of them the launch actor, and the other the impact actor. It might be possible to do it all in one actor, but since the launch effect and the damage effect isn't actually linked together in the effect hierarchy due to the triggering of the damage effect, I couldn't get that to work.
For the impact actor, you just have to remove two fields from Combat - Launch Assets +. Art -> set model to none. Sound -> set sound to none. This will remove any launch art or sound that was there before.
For the launch actor you will have to change two fields in Target - Impact Map +. Once in this field, click the line with index None. Click Art and remove the model. Click Sound and remove the sound. The other thing you need to change is the effect which creates the actor. At the very top where it says Attack Effect, Impact Effect and Launch Effect. Change Attack Effect to none, and Launch Effect to your Crucio Cannon's Launch Missile effect. (Note: If you change around these values to none, you will not be able to change them back to anything, and will have to modify them manually in the Events+ field. To get around that, you can make a dummy effect that doesn't get used to anything, and change the field to this dummy effect instead of none.)
@Bagofsheep: Go
You have to make a few changes in actor(s) for the siege tank's attack. As I don't have time to look in the editor right now I'll just take some quick guesses. Most likely both the launch and impact effects/sounds are created in the action actor. Change which effect creates the actor in the actor events (this triggers launch effects), and change which effect triggers the ActionImpact. I'll take a closer look later to help you move the impact effect from the target unit to the target point if that is not so already.
Hope you figure it out.
@Kueken531: Go
True that, there are many ways to do it.
@Bagofsheep: Go
I made a mover in the example map, so just copy it. If it doesn't show up once copied, maybe you have to close the map and open it again for it to show. I don't usually copy like that so I am not sure. You could also just recreate it. It's a new mover with one motion phase. Driver set to Guidance, and Speed set to 20. (Speed is not the same as Maximum Speed or Minimum Speed. It's the initial speed)
Here's an example of the true random way of doing it like I described in the post above. Radius is set to 5, so it will rarely hit anything.
@Kueken531: Go
He wants to delay the hit as if it was a projectile though
No, it is not truly random. It is merely picking from one of the periodic offsets in the list. If you want truly random you will have to make the offset in a trigger.
That can be done quite easily as well by the way. Just have the weapon start for example a set effect. This set effect will not do anything and just be a dummy starting a trigger. Create a trigger with the event Effect Used. Have one event for every player you want this to work for. Select the dummy set effect you just created.
Target point can be retrieved with Triggering Effect Point: Target Unit. Use your favorite random point in circular area function to pick a new point of impact.
Apply the damage effect at the newly selected point with Create Effect At Point (From Unit). The casting unit can be referenced with Triggering Effect Unit: Caster.
You can specify the mover either for the ammo unit, or directly on the launch ability. If you can't find it, recreate it and try again. I don't know how I can help you on that one to be honest. It should be there.
It's fairly simple to do this modification to the siege tank weapon.
Have the weapon launch an invisible missile. On impact, the missile starts a persistent effect, which then starts the damage effect at a random offset from impact location.
Here's a map demonstrating the various pieces. Things that might need fixing includes but are not limited to proper offsets, missile speed, effects created at target unit no matter if it hits or not.