Aha, I didn't realize the SOp Segments were actually actors, and they each refer back to the base Viper actor, not the new one (I thought they were just attachment points on the model). I'll try cloning those and report back once I do.
The actual path changes. For example, if I shoot it straight up, the missile will stop moving in that direction and fly in a random one as soon as it reaches the target point I clicked.
I've attached the map. Oddly enough, the persistent effects on the fireball continue moving forward, however the fireball model itself seems to detach and fly in a random direction. It's really weird.
That kind of worked - along with setting it to throw I had to set the Arrival Test Type to Never and the Throw Vector to -1 (with Arrival set to Adaptive, it would still despawn upon reaching the target). With all of that, when the missile reaches the target point on the map, it turns in a seemingly random direction and flies off to the edge.
I'm trying to make a missile ability that will always fly to the edge of the map. For the rest of my missiles I've been using Effect - Target effects, and setting the minimum range up to make them fly as far as I need them to, however in this case the min range will be massive (500) so they will always fly off the map, but you cannot target off the edge of a map, which it always will with this method. (a high minimum range effectively makes your mouse click always be at least X distance away from your unit no matter where you click)
My Arc is set to 360 - transient just seems to have it throw the error instead of approaching the target, which isn't done by default. I can test this because if I right click something across the screen to start walking then activate my ability to set the targeting icon on the mouse, it will start out grey and give the error if I try to click right away, but turn yellow as soon as it is in range of the spell.
I'm working on some fireball abilities, and depending what my range settings are, if I click way out of range my unit will either approach where I clicked and then shoot the fireball at the point I clicked, or will just shoot the fireball in the general direction I clicked until it reaches the fireball's max range. I can't get the mouse to go grey and give an "out of range" error if the mouse is too far from my unit when I click. The Transient flag does this, but then allows firing on the move, which I don't want.
You have Ignore Filters on there, not sure why. Feedback doesn't use them at all. Get rid of the Ignore Filters and use Target Filters alone to accomplish what you're trying to do.
If that doesn't do it, assuming you left the default range of 0-500 in there, I'm guessing the effect itself is doing something wonky. Without more information it's really difficult to figure out what's wrong.
Apply a SOp (Shadow) SOp to the Action or Missile type actors.
That setting didn't do what I was looking for (it made the missile fly at my unit's shadow), but it led me to the solution.
I added a SOpHeightLaunch to the Impact Point Site Operations (so now it's SOpTargetPointStationary and SOpHeightLaunch) and now it works perfectly. Thanks!
I copied the mover from the Yamato Cannon. The missle spawns from the center of the casting unit as it should, but it seems like it's traveling to the actual 3D position of the target point, which is on the ground. If the missile is set to return, it travels out from the center of my unit, touches the ground at the target point, and then travels back to the center of my unit. Basically, I want the height to stay the same throughout its flight.
I'm guessing it's something in the "Combat: Impact" fields in the Attack actor since from what I read in other threads the "Combat: Launch Attachment Query" field determines where the missile comes from (and without the Attack actor it comes from my character's feet), but I'm not sure which option does it. I'll play with it more tomorrow.
Howdy, I'm trying to make a missile weapon ala this thread, but I've noticed that my missiles always fly into the ground, and not straight out. I know the answer lies somewhere in the Attack Actor I attached to the missile, but I'm not sure which field needs tweaking. Anyone know which it is offhand?
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@Nallethe: Go
Yep, it worked like a charm, thanks!
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@DrSuperEvil: Go
Aha, I didn't realize the SOp Segments were actually actors, and they each refer back to the base Viper actor, not the new one (I thought they were just attachment points on the model). I'll try cloning those and report back once I do.
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I'm trying to make a new unit using the Viper as a base, but whenever I do, I get the following error when I try to place one in the map:
[9/15/2013 9:19:38 PM] Warning: USER: 0x0A68629B CActorSiteOpSerpentSegment[SOpSerpentSegmentViper0] Cannot find serpent head. [9/15/2013 9:19:38 PM] Warning: USER: CActorSiteOpSerpentSegment[SOpSerpentSegmentViper0] failed to initialize. [9/15/2013 9:19:38 PM] USER: [ 15f 13] CActorUnit[ViperClone] Could not initialize hosted attach Seg0. Could not initialize siteOps.
Does anyone know what is causing this and how to fix it? Thanks.
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Tried fiddling around with some other settings to no avail. Any idea why the actor detaches DrSuperEvil?
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@DrSuperEvil: Go
The actual path changes. For example, if I shoot it straight up, the missile will stop moving in that direction and fly in a random one as soon as it reaches the target point I clicked.
I've attached the map. Oddly enough, the persistent effects on the fireball continue moving forward, however the fireball model itself seems to detach and fly in a random direction. It's really weird.
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@DrSuperEvil: Go
Aye, I can make it self destruct just fine, my problem is that even with the arrival type set to "never" it turns when it reaches the target point.
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@Necromoni: Go
That kind of worked - along with setting it to throw I had to set the Arrival Test Type to Never and the Throw Vector to -1 (with Arrival set to Adaptive, it would still despawn upon reaching the target). With all of that, when the missile reaches the target point on the map, it turns in a seemingly random direction and flies off to the edge.
Any idea how to keep it straight?
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I'm trying to make a missile ability that will always fly to the edge of the map. For the rest of my missiles I've been using Effect - Target effects, and setting the minimum range up to make them fly as far as I need them to, however in this case the min range will be massive (500) so they will always fly off the map, but you cannot target off the edge of a map, which it always will with this method. (a high minimum range effectively makes your mouse click always be at least X distance away from your unit no matter where you click)
Is there a way to make this work?
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@Fen1kz: Go
My Arc is set to 360 - transient just seems to have it throw the error instead of approaching the target, which isn't done by default. I can test this because if I right click something across the screen to start walking then activate my ability to set the targeting icon on the mouse, it will start out grey and give the error if I try to click right away, but turn yellow as soon as it is in range of the spell.
0
I'm working on some fireball abilities, and depending what my range settings are, if I click way out of range my unit will either approach where I clicked and then shoot the fireball at the point I clicked, or will just shoot the fireball in the general direction I clicked until it reaches the fireball's max range. I can't get the mouse to go grey and give an "out of range" error if the mouse is too far from my unit when I click. The Transient flag does this, but then allows firing on the move, which I don't want.
Any suggestions?
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@Aaternus: Go
You have Ignore Filters on there, not sure why. Feedback doesn't use them at all. Get rid of the Ignore Filters and use Target Filters alone to accomplish what you're trying to do.
If that doesn't do it, assuming you left the default range of 0-500 in there, I'm guessing the effect itself is doing something wonky. Without more information it's really difficult to figure out what's wrong.
Upload your map if you can.
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That setting didn't do what I was looking for (it made the missile fly at my unit's shadow), but it led me to the solution.
I added a SOpHeightLaunch to the Impact Point Site Operations (so now it's SOpTargetPointStationary and SOpHeightLaunch) and now it works perfectly. Thanks!
0
@DrSuperEvil: Go
I copied the mover from the Yamato Cannon. The missle spawns from the center of the casting unit as it should, but it seems like it's traveling to the actual 3D position of the target point, which is on the ground. If the missile is set to return, it travels out from the center of my unit, touches the ground at the target point, and then travels back to the center of my unit. Basically, I want the height to stay the same throughout its flight.
I'm guessing it's something in the "Combat: Impact" fields in the Attack actor since from what I read in other threads the "Combat: Launch Attachment Query" field determines where the missile comes from (and without the Attack actor it comes from my character's feet), but I'm not sure which option does it. I'll play with it more tomorrow.
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Perfect, thanks.
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Howdy, I'm trying to make a missile weapon ala this thread, but I've noticed that my missiles always fly into the ground, and not straight out. I know the answer lies somewhere in the Attack Actor I attached to the missile, but I'm not sure which field needs tweaking. Anyone know which it is offhand?
Thanks.