Does anyone know of a fix for the flame animation glitch? Or maybe someone can explain how the aforementioned poster was able to fix the animation, as stated in post #4.
I'm not working with the hellion's attack beam, but the perdition turret's. (Two very different models.)
I am seeing the offset value give me three sets of XYZ numbers. The poster, Salmon85, said that he changed the effectexecuteindex value of the attack beam to 1. Am I changing the XYZ values to 1? Because that doesn't seem to fix the flame animation.
Let me be a bit more specific: I don't know where to find the "index value of the Create Persistent periodic effect." What field am I changing? I don't see any kind of effectexecuteindex associated with the weapon's attack beam actor or model. What field in which object am I looking for?
Is it a field within the Create Persistent effect? The field for Period Effects points to a Search Area effect, not a numerical value. Or is it the Periodic Offset field that I'm editing?
I came across this forum post in which one of the users explains how he arrived at the solution to the delayed/inconsistent flame attack. Here is what he says:
I've had some fun making my own version of the perdition turret for a turret defence game and ran into a few issues with the above and a few extras where the flame just randomly decides to stop functioning (but it kept doing damage) which I solved by editing the effectexecuteindex of the attackbeam to 1 in the events
The problem is that I don't really know what he is referencing. I'm assuming that the effectexecuteindex is somewhere within some actor's events list, but I don't see it anywhere among the Perdition Turret's actors. Does anyone know how he did this? I'd PM him but he doesn't seem to be active anymore.
Now that I think of it, I did notice that the Flaming Betty did have this behavior. I'm wondering if there are any other flame animations that don't have this problem. I think that Hellions are OK, but its flame is not quite right for what I'm doing.
I have made a custom Goliath that shoots hellfire missiles at both ground and air targets and uses the Flaming Betty's attack for his ground-only attack. When I fire on a ground target, it takes damage from both attacks, but the flame attack animation starts a bit late. It usually takes three missile shots before the flame attack kicks in. Strangely enough, if I stop attacking after the flame animation starts, and wait for a second or two, the flame animation will work properly once I start attacking again. If I wait for an extended period, say ten seconds, the delay starts again.
I have the cooldown links removed for each weapon, and both the damage point as well as the backswing are set to 0. What else should I be looking at? The delay field does not seem to do anything for this problem.
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Does anyone know of a fix for the flame animation glitch? Or maybe someone can explain how the aforementioned poster was able to fix the animation, as stated in post #4.
I'm bumping this thread for some help.
Does anyone have any ideas?
I'm not working with the hellion's attack beam, but the perdition turret's. (Two very different models.)
I am seeing the offset value give me three sets of XYZ numbers. The poster, Salmon85, said that he changed the effectexecuteindex value of the attack beam to 1. Am I changing the XYZ values to 1? Because that doesn't seem to fix the flame animation.
Let me be a bit more specific: I don't know where to find the "index value of the Create Persistent periodic effect." What field am I changing? I don't see any kind of effectexecuteindex associated with the weapon's attack beam actor or model. What field in which object am I looking for?
Is it a field within the Create Persistent effect? The field for Period Effects points to a Search Area effect, not a numerical value. Or is it the Periodic Offset field that I'm editing?
I came across this forum post in which one of the users explains how he arrived at the solution to the delayed/inconsistent flame attack. Here is what he says:
I've had some fun making my own version of the perdition turret for a turret defence game and ran into a few issues with the above and a few extras where the flame just randomly decides to stop functioning (but it kept doing damage) which I solved by editing the effectexecuteindex of the attackbeam to 1 in the events
The problem is that I don't really know what he is referencing. I'm assuming that the effectexecuteindex is somewhere within some actor's events list, but I don't see it anywhere among the Perdition Turret's actors. Does anyone know how he did this? I'd PM him but he doesn't seem to be active anymore.
Now that I think of it, I did notice that the Flaming Betty did have this behavior. I'm wondering if there are any other flame animations that don't have this problem. I think that Hellions are OK, but its flame is not quite right for what I'm doing.
I have made a custom Goliath that shoots hellfire missiles at both ground and air targets and uses the Flaming Betty's attack for his ground-only attack. When I fire on a ground target, it takes damage from both attacks, but the flame attack animation starts a bit late. It usually takes three missile shots before the flame attack kicks in. Strangely enough, if I stop attacking after the flame animation starts, and wait for a second or two, the flame animation will work properly once I start attacking again. If I wait for an extended period, say ten seconds, the delay starts again.
I have the cooldown links removed for each weapon, and both the damage point as well as the backswing are set to 0. What else should I be looking at? The delay field does not seem to do anything for this problem.