1. Untick the flag Linked Cooldown in Weapon: Options +. You need to make sure both weapons have this unticked.
2. The Gorgon does not fire at multiple targets with the same weapon. The only reason it looks like it can in-game is because it actually has 16 weapons with their own turrets that are hidden (only the first weapon is displayed in the command bar) and each attack their own targets individually. You can replicate this by creating duplicates of the same weapon and then hiding the copies. Make sure you assign each weapon a turret as well.
3. The simplest (but not necessarily the quickest or best) way is to use one cliff type and lower the terrain to the lowest level and then hide the lowest level. To do this you first will need to first lower all the cliffs in the Terrain Editor. Go to 'Cliff' in the Terrain palette and then select 'Lower Cliff' to start working on your terrain. After you've finished lowering the map, go into the Data Editor and select the 'Terrain Types' module. Find the terrain you are using and then toggle the field 'Hide Lowest Level'.
However since you are using triggers, the Hide Terrain Cells trigger will do the job, just make sure you're applying it to the entire map though. You still need to make sure your lowest level is hidden however, which leads to...
4. ...this. In order to do this, you need to make sure your map has a background (aka Skybox). There's two kinds of skyboxes, static and parallax. Static skyboxes are just models with no animations, but parallax are animated ones that usually have multiple objects and stuff. Most terrain types do not have a skybox assigned, so for those you will need to add one yourself.
Simply assign one of the spacey-type static skyboxes (i.e. Braxis Alpha Sky Box) to the field Background Model (Fixed), and a parallax one (i.e. Sky Box Port Zion Space Parallax) to Background Model (Not fixed) to get this effect. You also need to make sure your lowest level is hidden alongside using the Hide Terrain Cells trigger.
5. Making a doodad for the Vortex model is the easiest way. Just create a Doodad actor type (so that it inherits all the base data), and then give it the vortex model with a PlayAnimBirth, Play Forever event message (or Stand; I'm not too sure which animation name the Vortex model uses).
6. The count that is displayed on the weapon's command card only shows how many times the weapon fires per 'attack'. What you need to change are the Create Persistent effects that the weapon uses; more specifically the Effect: Period Count and Effect: Period Effects + fields. You can change the Effect: Period Durations + field to adjust the delay between missiles; this does not affect the weapon's cooldown itself. The Wraith or Viking's air-to-air weapons are good examples of how this works.
Also you only use Set to link effects together (i.e. a Create Unit effect with a Timed Life effect for example).
7. The weapons need to have the flag 'Moving' toggled under the Weapon: Allowed Movement. You also need the flags Only Fire At Attack Target and Only Fire While Attacking to be left unticked.
If your unit does not have a turret with a yaw arc of at least 360, then you must give your weapon an arc so that it can actually fire properly on the move. You can edit this in the field Stats: Arc. If you want your unit to be restricted to be only able to fire forward, then set this to 180 or less.
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@ChedderCheese21: Go
1. Untick the flag Linked Cooldown in Weapon: Options +. You need to make sure both weapons have this unticked.
2. The Gorgon does not fire at multiple targets with the same weapon. The only reason it looks like it can in-game is because it actually has 16 weapons with their own turrets that are hidden (only the first weapon is displayed in the command bar) and each attack their own targets individually. You can replicate this by creating duplicates of the same weapon and then hiding the copies. Make sure you assign each weapon a turret as well.
3. The simplest (but not necessarily the quickest or best) way is to use one cliff type and lower the terrain to the lowest level and then hide the lowest level. To do this you first will need to first lower all the cliffs in the Terrain Editor. Go to 'Cliff' in the Terrain palette and then select 'Lower Cliff' to start working on your terrain. After you've finished lowering the map, go into the Data Editor and select the 'Terrain Types' module. Find the terrain you are using and then toggle the field 'Hide Lowest Level'.
However since you are using triggers, the Hide Terrain Cells trigger will do the job, just make sure you're applying it to the entire map though. You still need to make sure your lowest level is hidden however, which leads to...
4. ...this. In order to do this, you need to make sure your map has a background (aka Skybox). There's two kinds of skyboxes, static and parallax. Static skyboxes are just models with no animations, but parallax are animated ones that usually have multiple objects and stuff. Most terrain types do not have a skybox assigned, so for those you will need to add one yourself.
Simply assign one of the spacey-type static skyboxes (i.e. Braxis Alpha Sky Box) to the field Background Model (Fixed), and a parallax one (i.e. Sky Box Port Zion Space Parallax) to Background Model (Not fixed) to get this effect. You also need to make sure your lowest level is hidden alongside using the Hide Terrain Cells trigger.
5. Making a doodad for the Vortex model is the easiest way. Just create a Doodad actor type (so that it inherits all the base data), and then give it the vortex model with a PlayAnim Birth, Play Forever event message (or Stand; I'm not too sure which animation name the Vortex model uses).
6. The count that is displayed on the weapon's command card only shows how many times the weapon fires per 'attack'. What you need to change are the Create Persistent effects that the weapon uses; more specifically the Effect: Period Count and Effect: Period Effects + fields. You can change the Effect: Period Durations + field to adjust the delay between missiles; this does not affect the weapon's cooldown itself. The Wraith or Viking's air-to-air weapons are good examples of how this works.
Also you only use Set to link effects together (i.e. a Create Unit effect with a Timed Life effect for example).
7. The weapons need to have the flag 'Moving' toggled under the Weapon: Allowed Movement. You also need the flags Only Fire At Attack Target and Only Fire While Attacking to be left unticked.
If your unit does not have a turret with a yaw arc of at least 360, then you must give your weapon an arc so that it can actually fire properly on the move. You can edit this in the field Stats: Arc. If you want your unit to be restricted to be only able to fire forward, then set this to 180 or less.