Agreed. I've been at this for about a month now, and finally feel like I'm getting the hang of it. It is a complex system, but nowhere near as complex as, say, 3ds Max or Maya. Just takes time to acclimate to the interface.
Update: So, I have tried the method of holding rotation listed in this post, however it didn't work. I was able to get the new temp actor to instance at the begin of the morph process, but it also has the same issue for some reason....
I wonder, would it work if I made the upgrade model the same as the originating model, and then changed the model through events after the morph finishes?... Hmm... I will have to try this....
HAHA! The noob un-noobed himself! (at least, in this instance :)) What I had to do was create 2 weapons, one for each arm, and then change the launch attachment query from the default methods to custom, and use the weapon instance, and change the index one increment at a time till I found which index indicated which gun.
I'll bet there is an easier way, and if anyone knows I'm very interested to hear. But this solution works, for those who have this same problem.
So, I've been messing around with this for 2 days, and have been trolling the forums for several hours searching for an answer, without any luck. I'm sorry for the noob-ish question, but cannot figure it out myself.
I have duplicated the thor, the thor ground attack actor, and both effects for the thor ground attack ability. It all works except, as titled, both shots come from the right cannon. I have every option in the copied thor duplicated exactly, including the launch attachment queries in the attack actor. All effect attributes are also exactly the same. All references to the ability in every actor event has been changed to the appropriate effect. I have not added nor removed any references in the events. Is there something I'm missing?
I've also played around with changing the launch attachments, and got some interesting effects, but nothing that does what I need. I am fairly certain this is an issue with the launch attachment queries.
@AluCardvanHellsing: I don't think a trigger will work in the middle of the morph process, will it? I'm still a noob at this stuff really, so I'm not sure of much... yet :)
@ nevjmac: I will get something up soon to better explain.
@ DrSuperEvil: I'll be honest: I've only just begun working with them. Just did the Uberlisk tut tonight, and while I did get it to work on the first try (yay me!), I'm going to have to study it more to understand SOp's. I will give that a try though.
I'm new to the site, and have found ridiculous amounts of help from it. I have encountered a problem though that doesn't seem to be addressed anywhere on the net that I can locate. It's not critical to my map, but I have several building that can upgrade. Some use the same model in the upgrade as the lower version, and I don't have an issue with those.
However, when upgrading a building in which the model changes (Engineering Bay to Armory, as one example), the engineering bay model will rotate about halfway through the upgrade process. The morph finishes fine and the actors all operate properly, so its just an aesthetic issue I would like to correct if possible.
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@nevjmac: Go
I copied the morph from the morph to greater spire ability.
edit: following onetwo's tutorial on advanced td's.
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@DeepStrike716: Go
Agreed. I've been at this for about a month now, and finally feel like I'm getting the hang of it. It is a complex system, but nowhere near as complex as, say, 3ds Max or Maya. Just takes time to acclimate to the interface.
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@DrSuperEvil: Go
Update: So, I have tried the method of holding rotation listed in this post, however it didn't work. I was able to get the new temp actor to instance at the begin of the morph process, but it also has the same issue for some reason....
I wonder, would it work if I made the upgrade model the same as the originating model, and then changed the model through events after the morph finishes?... Hmm... I will have to try this....
0
HAHA! The noob un-noobed himself! (at least, in this instance :)) What I had to do was create 2 weapons, one for each arm, and then change the launch attachment query from the default methods to custom, and use the weapon instance, and change the index one increment at a time till I found which index indicated which gun.
I'll bet there is an easier way, and if anyone knows I'm very interested to hear. But this solution works, for those who have this same problem.
0
So, I've been messing around with this for 2 days, and have been trolling the forums for several hours searching for an answer, without any luck. I'm sorry for the noob-ish question, but cannot figure it out myself.
I have duplicated the thor, the thor ground attack actor, and both effects for the thor ground attack ability. It all works except, as titled, both shots come from the right cannon. I have every option in the copied thor duplicated exactly, including the launch attachment queries in the attack actor. All effect attributes are also exactly the same. All references to the ability in every actor event has been changed to the appropriate effect. I have not added nor removed any references in the events. Is there something I'm missing?
I've also played around with changing the launch attachments, and got some interesting effects, but nothing that does what I need. I am fairly certain this is an issue with the launch attachment queries.
Any help would be a appreciated.
0
@AluCardvanHellsing: Go
@AluCardvanHellsing: I don't think a trigger will work in the middle of the morph process, will it? I'm still a noob at this stuff really, so I'm not sure of much... yet :)
0
@ nevjmac: I will get something up soon to better explain.
@ DrSuperEvil: I'll be honest: I've only just begun working with them. Just did the Uberlisk tut tonight, and while I did get it to work on the first try (yay me!), I'm going to have to study it more to understand SOp's. I will give that a try though.
Thanks both for your repsonses.
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@Snappybean: Go
No one eh? Well, I'll bump it once and hope for the best.
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I'm new to the site, and have found ridiculous amounts of help from it. I have encountered a problem though that doesn't seem to be addressed anywhere on the net that I can locate. It's not critical to my map, but I have several building that can upgrade. Some use the same model in the upgrade as the lower version, and I don't have an issue with those.
However, when upgrading a building in which the model changes (Engineering Bay to Armory, as one example), the engineering bay model will rotate about halfway through the upgrade process. The morph finishes fine and the actors all operate properly, so its just an aesthetic issue I would like to correct if possible.
Thanks in advance.
edit: Link to video of the issue: