Thanks for your help. I fixed problem 2, but I still have problem 1.
It seems that there are actually 2 new problems here:
1. The muzzle flash is appearing, but is actually appearing inside the siege breaker model. So the muzzle flash effect is being played at the origin of the siege breaker unit I guess.
2. The muzzle flash is always in the direction that the siege breaker's MAIN cannons are facing, which turn independently of the mounted machine gun.
So far what I have is:
-A site operation (local offset) actor which adjusts the machine gun's z axis position so it sits on top of the siege tank
-A model actor with the terran auto turret model, host siege tank, and host site operations to attach to the origin, and then to adjust the z axis
-A turret actor for the machine gun
-A site actor with host = (my model actor) and host site operations SOpAttachWeapon
-An action actor for the attack. This has the launch model, and the launch site is my site actor.
I have a suspicion that I may need to add some events to my siege tank's model actor so handle when my machine gun attacks. Do you think this is the case?
I'm new to the map editing scene so forgive me if this problem is obvious.
So what I want to do is have siege breakers (merc siege tank from the WoL campaign) also have a mounted machine gun so that they can attack both ground and air units.
So what I've done so far is I added a turret with the terran auto-turret model to sit on top of my siege breaker that will shoot at targets alongside the main cannons. This works fine as I've confirmed that my tank's machine gun turrets can now do damage to zerglings and mutalisks. But there are still two problems I see.
1. The turret sitting on top of my siege breaker does not have a muzzle flash when shooting. So all that happens is when the machine gun shoots it plays the gunfire sound, deals damage, and the bullet effects appear on the target, but it doesn't actually look like the turret is shooting.
2. Every time the machine gun shoots, the siege tank's main cannons (the arclite cannons or whatever) perform a recoil animation. This looks silly because obviously the main cannons are not shooting, only the machine gun!
Can anyone explain to me how I might fix these problems?
0
Thanks for your help. I fixed problem 2, but I still have problem 1.
It seems that there are actually 2 new problems here:
1. The muzzle flash is appearing, but is actually appearing inside the siege breaker model. So the muzzle flash effect is being played at the origin of the siege breaker unit I guess.
2. The muzzle flash is always in the direction that the siege breaker's MAIN cannons are facing, which turn independently of the mounted machine gun.
So far what I have is:
-A site operation (local offset) actor which adjusts the machine gun's z axis position so it sits on top of the siege tank
-A model actor with the terran auto turret model, host siege tank, and host site operations to attach to the origin, and then to adjust the z axis
-A turret actor for the machine gun
-A site actor with host = (my model actor) and host site operations SOpAttachWeapon
-An action actor for the attack. This has the launch model, and the launch site is my site actor.
I have a suspicion that I may need to add some events to my siege tank's model actor so handle when my machine gun attacks. Do you think this is the case?
0
I'm new to the map editing scene so forgive me if this problem is obvious.
So what I want to do is have siege breakers (merc siege tank from the WoL campaign) also have a mounted machine gun so that they can attack both ground and air units.
I've followed the basics of this guide to achieve this: https://www.sc2mapster.com/forums/resources/tutorials/9000-data-working-with-turrets-beginner-difficulty/
So what I've done so far is I added a turret with the terran auto-turret model to sit on top of my siege breaker that will shoot at targets alongside the main cannons. This works fine as I've confirmed that my tank's machine gun turrets can now do damage to zerglings and mutalisks. But there are still two problems I see.
1. The turret sitting on top of my siege breaker does not have a muzzle flash when shooting. So all that happens is when the machine gun shoots it plays the gunfire sound, deals damage, and the bullet effects appear on the target, but it doesn't actually look like the turret is shooting.
2. Every time the machine gun shoots, the siege tank's main cannons (the arclite cannons or whatever) perform a recoil animation. This looks silly because obviously the main cannons are not shooting, only the machine gun!
Can anyone explain to me how I might fix these problems?