I was actually using nothing in the host field at all for this, but I now changed it to Alias > _ActorAction and the thing actually works now. Thanks for the feedback guys, it really helped!
Well, it was a good try, and I thought it would work, but for some reason even without hosting and changing the creation event to target, the circle still ends up on the caster. Thank you though.
So I'm currently working on a summoning spell that summons a unit at a target point (read: player-selected point) and the unit summons fine, works fine, etc. The problem I am currently having though, is I am attempting to create a summoning circle at the point before actually summoning the unit that lasts from cast start (spell begins) to finish start (unit spawns). I used ProzaicMuse's tutorial to kind of get the idea for this whole thing. I know my problem has to do with the actor for my summoning circle model not having correct hosting, but I don't know how to have it attach to the point that the spell is being cast at and not revert back to the caster.
Some possible solutions I've thought up:
1. Create a Site Operations point that the circle can be connected to when the spell is cast, although I assume if I knew where to create the SOP point I'd know where to stick the circle without it.
2. Have a trigger place the circle when the spell begins...which again I wouldn't know how to target.
3. Create a unit at the target point that is either invisible or looks like part of the spell that will somehow later change into the unit that will spawn at end of the spell.
4. Make the summoning circle itself into a unit that will spawn and then be replaced by the specified unit at the end of the spell.
If anyone has any thoughts, please let me know; any help is appreciated.
Yeah, I knew I had to change the Z value, and I got the offset to work fairly quickly. Had to change the Y value too (negative Y means away from the model!) it was starting from somewhere behind the mouth before I changed it. Thanks for the help though, and the other feedback. I appreciate it.
So it turns out that in order to do both of the things I wanted (single flame stream and source of attack at head) I just needed to change the Attachment - Launch Attachment Query on the Attack actor for my flamethrower weapon to be AMFilterHead instead of AMFilterWeapon.
Now you too can make Lurkers breathe fire, or Zealots for that matter. Now I just need to figure out the offset to make it look like it's coming from the mouth instead of the forehead...
Thanks for the help guys, I appreciate it. Managed to get the visual to go out the distance I wanted, now I just need to figure out if I can make the attack animation a single stream instead of two side-by-side. I'm trying to make a Lurker breathe fire...I assume it's going to need a turret on its head in order to accomplish this correctly, but I'm not sure. Looking into it.
Thanks for the help guys, I appreciate it. Managed to get the visual to go out the distance I wanted, now I just need to figure out if I can make the attack animation a single stream instead of two side-by-side.
I'm actually trying to increase the range of the Firebat attack and can't seem to increase the visual effect range. If you wouldn't mind posting about this (I realize this is three months later) I'd much appreciate it.
I am currently attempting to make a flamethrower-like attack, and since I like the Firebat attack model more than the Hellion, I thought I'd give it a whirl with that. Two things: I increased the range of the attack from 2 (normal Firebat distance) to 5 and the visual does not reach out to the distance, and I was attempting to make the attack a single stream, but it still comes out as two jets of flame.
I assume there's just something I'm missing about increasing the range, so I'm going to see what I can glean from the forum. I also assume that the reason the "FirebatAttackModel" is two jets of flame is because it's built that way and I'd probably be better off using the "HellionBeamModel" for my attack rather than trying to edit a model (blech).
I ended up having to remake the unit from scratch, I think it had something to do with links between actors and my duplicate actors and models. I actually got the thing to work too, although the Spine Crawler sinks into the ground to attack. I also had a similar thing happen when I created an actor that had a similar name to an existing unit before I made the corresponding unit; for some reason it wanted to use both models for the thing and I had to go back to a previous version of the map to fix the issue.
Your idea probably would have worked if I had remembered to check back here. Thanks for the input though, I appreciate it.
In the map I am making the first thing I've really tried working on is making a working Uprooted Spine Crawler that can attack with its tentacle weapon without burrowing. Success for the most part, but for some reason there seems to be a copy of the Spine Crawler model on top of the main one. I am seeing an afterimage of legs moving and also while the main tentacle attacks the duplicate remains stationary, making it seem like there are two.
I would post the map for help, but I'm very, very new to the forum and I haven't the foggiest on how to do that.
If anyone has any idea about what I may have caused to happen (lots of duplicate actors and things) please let me know. Thanks.
0
I was actually using nothing in the host field at all for this, but I now changed it to Alias > _ActorAction and the thing actually works now. Thanks for the feedback guys, it really helped!
0
Well, it was a good try, and I thought it would work, but for some reason even without hosting and changing the creation event to target, the circle still ends up on the caster. Thank you though.
0
So I'm currently working on a summoning spell that summons a unit at a target point (read: player-selected point) and the unit summons fine, works fine, etc. The problem I am currently having though, is I am attempting to create a summoning circle at the point before actually summoning the unit that lasts from cast start (spell begins) to finish start (unit spawns). I used ProzaicMuse's tutorial to kind of get the idea for this whole thing. I know my problem has to do with the actor for my summoning circle model not having correct hosting, but I don't know how to have it attach to the point that the spell is being cast at and not revert back to the caster.
Some possible solutions I've thought up: 1. Create a Site Operations point that the circle can be connected to when the spell is cast, although I assume if I knew where to create the SOP point I'd know where to stick the circle without it. 2. Have a trigger place the circle when the spell begins...which again I wouldn't know how to target. 3. Create a unit at the target point that is either invisible or looks like part of the spell that will somehow later change into the unit that will spawn at end of the spell. 4. Make the summoning circle itself into a unit that will spawn and then be replaced by the specified unit at the end of the spell.
If anyone has any thoughts, please let me know; any help is appreciated.
0
Yeah, I knew I had to change the Z value, and I got the offset to work fairly quickly. Had to change the Y value too (negative Y means away from the model!) it was starting from somewhere behind the mouth before I changed it. Thanks for the help though, and the other feedback. I appreciate it.
0
So it turns out that in order to do both of the things I wanted (single flame stream and source of attack at head) I just needed to change the Attachment - Launch Attachment Query on the Attack actor for my flamethrower weapon to be AMFilterHead instead of AMFilterWeapon.
Now you too can make Lurkers breathe fire, or Zealots for that matter. Now I just need to figure out the offset to make it look like it's coming from the mouth instead of the forehead...
0
Thanks for the help guys, I appreciate it. Managed to get the visual to go out the distance I wanted, now I just need to figure out if I can make the attack animation a single stream instead of two side-by-side. I'm trying to make a Lurker breathe fire...I assume it's going to need a turret on its head in order to accomplish this correctly, but I'm not sure. Looking into it.
0
Thanks for the help guys, I appreciate it. Managed to get the visual to go out the distance I wanted, now I just need to figure out if I can make the attack animation a single stream instead of two side-by-side.
0
@RainGame: Go
I'm actually trying to increase the range of the Firebat attack and can't seem to increase the visual effect range. If you wouldn't mind posting about this (I realize this is three months later) I'd much appreciate it.
Related Thread: http://forums.sc2mapster.com/development/map-development/9456-flamethrower-question/
0
I am currently attempting to make a flamethrower-like attack, and since I like the Firebat attack model more than the Hellion, I thought I'd give it a whirl with that. Two things: I increased the range of the attack from 2 (normal Firebat distance) to 5 and the visual does not reach out to the distance, and I was attempting to make the attack a single stream, but it still comes out as two jets of flame.
I assume there's just something I'm missing about increasing the range, so I'm going to see what I can glean from the forum. I also assume that the reason the "FirebatAttackModel" is two jets of flame is because it's built that way and I'd probably be better off using the "HellionBeamModel" for my attack rather than trying to edit a model (blech).
Any feedback is appreciated.
Related Thread: http://forums.sc2mapster.com/development/map-development/1021-hellions-flame-attack/
0
@FluffQUAM: Go
I ended up having to remake the unit from scratch, I think it had something to do with links between actors and my duplicate actors and models. I actually got the thing to work too, although the Spine Crawler sinks into the ground to attack. I also had a similar thing happen when I created an actor that had a similar name to an existing unit before I made the corresponding unit; for some reason it wanted to use both models for the thing and I had to go back to a previous version of the map to fix the issue.
Your idea probably would have worked if I had remembered to check back here. Thanks for the input though, I appreciate it.
0
In the map I am making the first thing I've really tried working on is making a working Uprooted Spine Crawler that can attack with its tentacle weapon without burrowing. Success for the most part, but for some reason there seems to be a copy of the Spine Crawler model on top of the main one. I am seeing an afterimage of legs moving and also while the main tentacle attacks the duplicate remains stationary, making it seem like there are two.
I would post the map for help, but I'm very, very new to the forum and I haven't the foggiest on how to do that.
If anyone has any idea about what I may have caused to happen (lots of duplicate actors and things) please let me know. Thanks.