When I try to delete an attachment query from an Action Actor (Launch Attachment Query, Impact Attachment Query, Impact Reattachment Query, ...) it is just put back in when I click "ok". I can only add new attachment methods or change existing ones in all those fields but deletion is not possible.
I will play with beams a little bit when I get home. This has to be possible :)
Edit: Damn - didn't work :(
Guess you have to use a different attachement point or something crazy like an invisible unit hovering above your caster and starting the beam from there.
It depends if the target is a unit or a point. If the target is a unit it should not change the impact location since that is handled by other actors/effects/fields/... . If the target is a point it could change the impact height but i have no experience with beams so far. Just try it :)
It should be possible to do this. Weapons can be set so they fire while moving. Multiple Weapons can fire at the same time. The problem with this kind of weapon is that they fire at the nearest target.
I think it should work if you give the weapon a search effect which picks x random units in an area around the caster and fires a missile effect to those units. If it does not work you could try a behaviour with a search effect.
The Missile Field of the Action Actor has to contain the ID (not the name!) of your Missile Actor. It seems this field has no dropdown menu yet where you can choose the actor so you have to fill in the ID yourself.
The Launch Attachment Query + Field defines the attachments for the actor and links to one or multiple Attach Methods. I dont know if it is just my editor but I cannot delete anything from this filed - only change or add new ones so be careful what you add ;).
You need to add an actor event to the Event Field too, so it is created when your weapon is fired (the missile effect is created).
There is also the effectLaunch Token which links to the missile effect but I dont know if you have to change that too. The other fields are responsible for attaching more effects (impact explosions, weapon nozzle, effects if the units fires from within a container (bunker), ...) or sounds.
Try to add your missile to an existing unit first by copying such an action and changing the Missile Field and the Event Field (and maybe the Token).
The "AMPatternMarauder" is the id of "Pattern Marauder". You can find it in the "Attach Methods" tab. But I think you can only use the given attachment points of a unit.
If you just want that the visual effect is raised above the ground you could try the event editor of your actor. One Action of the Event Editor is named "Set Height". I have never used it but i guess that could work. Try to set the height after it is created.
I tinkered a little bit and managed to create an ability for the marauder which fires 4 rocktes. First rocket starts from the left arm, Second from the right, Third from the left and the Fourth again from the right.
Have a look at the Actor "MarauderAttack (Unnamed)". It is an "Action Actor" and is responsible for attaching the "MarauderAttackMissile" (in the field "Missile") to the Model. The attachments are specified in the field "Launch Attachment Query" which references an "Attach Method" "AMPatternMarauder". This Actor does a lot more than only attaching one thing. It plays sounds, attaches default smoke and impact effects on the caster/target and some other things I have no idea what they are doing. Remember that in the case of the Marauder the Unit Actor has to play specific animations.
Alternatively you can look at the Viking missiles which act pretty similar, but doesnt play extra animations.
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When I try to delete an attachment query from an Action Actor (Launch Attachment Query, Impact Attachment Query, Impact Reattachment Query, ...) it is just put back in when I click "ok". I can only add new attachment methods or change existing ones in all those fields but deletion is not possible.
0
I will play with beams a little bit when I get home. This has to be possible :)
Edit: Damn - didn't work :(
Guess you have to use a different attachement point or something crazy like an invisible unit hovering above your caster and starting the beam from there.
0
It depends if the target is a unit or a point. If the target is a unit it should not change the impact location since that is handled by other actors/effects/fields/... . If the target is a point it could change the impact height but i have no experience with beams so far. Just try it :)
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It should be possible to do this. Weapons can be set so they fire while moving. Multiple Weapons can fire at the same time. The problem with this kind of weapon is that they fire at the nearest target.
I think it should work if you give the weapon a search effect which picks x random units in an area around the caster and fires a missile effect to those units. If it does not work you could try a behaviour with a search effect.
0
The Missile Field of the Action Actor has to contain the ID (not the name!) of your Missile Actor. It seems this field has no dropdown menu yet where you can choose the actor so you have to fill in the ID yourself.
The Launch Attachment Query + Field defines the attachments for the actor and links to one or multiple Attach Methods. I dont know if it is just my editor but I cannot delete anything from this filed - only change or add new ones so be careful what you add ;).
You need to add an actor event to the Event Field too, so it is created when your weapon is fired (the missile effect is created).
There is also the effectLaunch Token which links to the missile effect but I dont know if you have to change that too. The other fields are responsible for attaching more effects (impact explosions, weapon nozzle, effects if the units fires from within a container (bunker), ...) or sounds.
Try to add your missile to an existing unit first by copying such an action and changing the Missile Field and the Event Field (and maybe the Token).
0
@pixartist: Go
The "AMPatternMarauder" is the id of "Pattern Marauder". You can find it in the "Attach Methods" tab. But I think you can only use the given attachment points of a unit.
If you just want that the visual effect is raised above the ground you could try the event editor of your actor. One Action of the Event Editor is named "Set Height". I have never used it but i guess that could work. Try to set the height after it is created.
0
I tinkered a little bit and managed to create an ability for the marauder which fires 4 rocktes. First rocket starts from the left arm, Second from the right, Third from the left and the Fourth again from the right.
Have a look at the Actor "MarauderAttack (Unnamed)". It is an "Action Actor" and is responsible for attaching the "MarauderAttackMissile" (in the field "Missile") to the Model. The attachments are specified in the field "Launch Attachment Query" which references an "Attach Method" "AMPatternMarauder". This Actor does a lot more than only attaching one thing. It plays sounds, attaches default smoke and impact effects on the caster/target and some other things I have no idea what they are doing. Remember that in the case of the Marauder the Unit Actor has to play specific animations.
Alternatively you can look at the Viking missiles which act pretty similar, but doesnt play extra animations.