I'm not exactly sure. That doesn't sound like it would have the same visual effect and actual randomness to it based on projectile travel speed and distance.
If so, the source name was empty, and I changed it to the correct missile, but it still shoots the white sphere. The unit field at the top of the actor's properties also has the Crucio Shock Cannon Missile in it.
Ok, I got everything copied over, and I believe I'm on the brink of getting this working, but I have one problem: the missile's model it set to invisible, but I see a white sphere flying across the map.
Thank you. I'm sorry for putting you through all of this. Does that new map have the target point set to the point of the unit instead of the unit itself? Also, is there an easy way to see only what has been changed in a map so I can copy that over to mine? It took forever last time, and making it from scratch I get lost. I'm not too spiffy with the map editor yet.
Alright, I worked on getting what was done with the tank over first. I copied everything, and it all works except the blast doesn't actually show up. I put a model on the missile to make sure it was ejecting and it is. When it hits the target nothing happens though, and I've looked around the crucio shock cannon blast effect and the trigger itself and I can't discover the problem.
Ok, I got it working, sort of. After a couple of shots it stops showing any sort of effect or doing damage what-so-ever, but the tank is still animating as if it was firing.
Alright! I've narrowed down the problem. It turns out that the tank will only shoot at stationary targets. If a unit is moving, it continues to animate as if firing, but the effect does not occur and nothing happens until the unit stops moving. It also appears that at certain ranges even if the unit is stationary it will not fire at it. Sigh. I know this is my own fault, the tank works perfectly fine on your map.
Thanks for all the help everyone, I really appreciate it! As said Kuekin, in his example he used a mover to simulate as if it was a projectile because I want there to be a delay between the shot and impact. Builder_Bob, I have been looking at your map and recreating what you did because I was not aware I could copy things between two maps. Is there an easy way to do this? Also, thank you for the trigger example, I like that much more. Even though it is inaccurate, I plan on increasing the splash range, damage, and range of the weapon. A large number of these would become a deadly weapon. :P
Oh, also, the muzzle flash and sound when the siege tank fires are gone. Is there a way to return these?
Alright, it seems that the sound and muzzle flash are still there, but they don't come out of the barrel of the tank until the impact of the round occurs.
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.
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?
How could I go about making the siege tank inaccurate? So when it shoots, it is more like artillery and misses a lot. Also, even though there is no actual projectile, is there a way to delay the hit based on the distance as if there were a projectile?
How could I go about making projectile-based weapons also inaccurate?
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I'm not exactly sure. That doesn't sound like it would have the same visual effect and actual randomness to it based on projectile travel speed and distance.
It works! Finally! Thank you so much.
Is this what you are talking about?
http://img137.imageshack.us/img137/7043/crucio.png
If so, the source name was empty, and I changed it to the correct missile, but it still shoots the white sphere. The unit field at the top of the actor's properties also has the Crucio Shock Cannon Missile in it.
Ok, I got everything copied over, and I believe I'm on the brink of getting this working, but I have one problem: the missile's model it set to invisible, but I see a white sphere flying across the map.
Alright, thanks.
I do test a lot to see what effect my changes have. It is time consuming, but I learn a lot.
Thank you. I'm sorry for putting you through all of this. Does that new map have the target point set to the point of the unit instead of the unit itself? Also, is there an easy way to see only what has been changed in a map so I can copy that over to mine? It took forever last time, and making it from scratch I get lost. I'm not too spiffy with the map editor yet.
Bump.
Alright, I worked on getting what was done with the tank over first. I copied everything, and it all works except the blast doesn't actually show up. I put a model on the missile to make sure it was ejecting and it is. When it hits the target nothing happens though, and I've looked around the crucio shock cannon blast effect and the trigger itself and I can't discover the problem.
Ok, I got it working, sort of. After a couple of shots it stops showing any sort of effect or doing damage what-so-ever, but the tank is still animating as if it was firing.
Alright! I've narrowed down the problem. It turns out that the tank will only shoot at stationary targets. If a unit is moving, it continues to animate as if firing, but the effect does not occur and nothing happens until the unit stops moving. It also appears that at certain ranges even if the unit is stationary it will not fire at it. Sigh. I know this is my own fault, the tank works perfectly fine on your map.
Thanks for all the help everyone, I really appreciate it! As said Kuekin, in his example he used a mover to simulate as if it was a projectile because I want there to be a delay between the shot and impact. Builder_Bob, I have been looking at your map and recreating what you did because I was not aware I could copy things between two maps. Is there an easy way to do this? Also, thank you for the trigger example, I like that much more. Even though it is inaccurate, I plan on increasing the splash range, damage, and range of the weapon. A large number of these would become a deadly weapon. :P
Oh, also, the muzzle flash and sound when the siege tank fires are gone. Is there a way to return these?
Alright, it seems that the sound and muzzle flash are still there, but they don't come out of the barrel of the tank until the impact of the round occurs.
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.
@Builder_Bob: Go
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?
Ok, I tried making a new ability, and I am lost. I don't know where to start.
Some of that stuff I already planned on doing, but, that still leaves inaccuracy out. So for that part of it I am going to try what SouLCarveRR said.
Thanks. I'm not too advanced with the map editor, but I think I understand. If anyone else also has ideas feel free to respond.
How could I go about making the siege tank inaccurate? So when it shoots, it is more like artillery and misses a lot. Also, even though there is no actual projectile, is there a way to delay the hit based on the distance as if there were a projectile?
How could I go about making projectile-based weapons also inaccurate?