Im not sure if that would work since I need to give abilities when you receive item. And with like 20 abilities I dont think you could place them to same spot...
Thx man! That example really helped alot! Now if someone else wants to look at my epic turret carrying marine, you can dl the map :D.
The movement of marine is bugged at some point when the laser thing shoots. If you got idea how to fix it, pls tell. I will also try to looks if I can fix it myself.
Well I figured out how I can get the beam working. You need to have something in LAUNCH ASSETS+ and IMPACT MAP+, I tought they didnt matter at all. And in the missile case filling those things didnt help at all...
Well im atleast happy that after 4 days i finally got almost working turret on a unit, it just doesnt rotate I quess....I might still look into the missile case and try to fill other stuff too and see if it helps anything...
edit* and the turret doesnt yet fire when unit is moving...gona try to fix that too
I tried making beam myself, but I failed again....I just dont get why cant I attach the shooting point properly. If I adjust launch attacments+ from attack actor I can change the missiles place a bit, but not to the turret attachments place. And I tought you could use site actor to configure the attachment point, but its not doing the right thing...ARFAF I want this to work....Here is beam example:
I got some idea where the problem could be, but I got no idea how can you link the launch site to the model...cant find any even that would do it
The attack actor:
If I could link the events to the turret model I think I could then place the launch site to the turret.
At the moment (Effect.MissileLaunch start (event), At caster(term), create (action). So I quess it link to the model of the unit im using and not the turret.
Only speculating, not really sure if that is the problem, since I saw no sollution to this.
edit*
Well atleast I noticed the difference. You are using beams instead of missiles in your example. It might be the only way to do it, since I have only seen beams working with attached units...
Can someone pls help me with this...I have spend like 3 days trying to get missiles shoot from turret that is attached to unit...it just seems impossible...
I have been really strugling with this. I managed to make copy of marauders attack, but when I attack the missille travel trought ground....and it should start from marauders weapon to targets center.
What are the things that affect the starting place of missile attack and ending place of missile attack?
I would really apriciate if someone could explain these...
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Im not sure if that would work since I need to give abilities when you receive item. And with like 20 abilities I dont think you could place them to same spot...
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Is this even possible. I saw few topics about this, but nobody had answer.
Im getting really tired of the editor since EVERYTHING I make has to be so damn hard....
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@Grogian: Go
Thx man! That example really helped alot! Now if someone else wants to look at my epic turret carrying marine, you can dl the map :D.
The movement of marine is bugged at some point when the laser thing shoots. If you got idea how to fix it, pls tell. I will also try to looks if I can fix it myself.
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Well I figured out how I can get the beam working. You need to have something in LAUNCH ASSETS+ and IMPACT MAP+, I tought they didnt matter at all. And in the missile case filling those things didnt help at all...
Well im atleast happy that after 4 days i finally got almost working turret on a unit, it just doesnt rotate I quess....I might still look into the missile case and try to fill other stuff too and see if it helps anything...
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I tried making beam myself, but I failed again....I just dont get why cant I attach the shooting point properly. If I adjust launch attacments+ from attack actor I can change the missiles place a bit, but not to the turret attachments place. And I tought you could use site actor to configure the attachment point, but its not doing the right thing...ARFAF I want this to work....Here is beam example:
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Looks good to me. gj
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I got some idea where the problem could be, but I got no idea how can you link the launch site to the model...cant find any even that would do it
The attack actor:
If I could link the events to the turret model I think I could then place the launch site to the turret. At the moment (Effect.MissileLaunch start (event), At caster(term), create (action). So I quess it link to the model of the unit im using and not the turret.
Only speculating, not really sure if that is the problem, since I saw no sollution to this.
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I think it would be more efficient to do it with data editor, and it might not be so hard if someone would just teach me how to do it properly :<.
Anyway thx for 2nd choise option. Maybe I will use that if I cant get some data editor expert to help me
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Pls help me....3days already without any progress...
http://forums.sc2mapster.com/development/map-development/8337-data-turret-attached-to-unit-not-working-properly/
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Can someone pls help me with this...I have spend like 3 days trying to get missiles shoot from turret that is attached to unit...it just seems impossible...
Dl my map here
I managed to attach the turret to unit and making my own missile attack, but I just cant put them together....
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@torrasqu: Go
pls link....I tried looking for them, but I only found uberlisk tutorial which is too complicated...
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I have been really strugling with this. I managed to make copy of marauders attack, but when I attack the missille travel trought ground....and it should start from marauders weapon to targets center.
What are the things that affect the starting place of missile attack and ending place of missile attack?
I would really apriciate if someone could explain these...
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Could you pls make a tutorial about how to create turret attached to unit that shoots...I wan a simplier version of your gread uberlisk tutorial :<
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And it would be great if you could explain the things that some things do...maybe then I could figure it out.
Like what does the missile unit do? What does the missile effect do?
(I want normal shooting turret attached on unit)
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"It could either end when a player group or team reaches a combined goal of X kills"
Since you know how to count kills, you could just add condition to the trigger that counts the kills.
If team1 kills (integer) = x - > endgame