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(Solved) Missile launch location problem

  • 18 posts
    #1 Jan 03, 2013 at 19:16 UTC - 0 likes

    Hey there,

    i've got the following problem:

    i have a unit, e.g viking(assault mode) which has two barrels. i added a weapon that shoots a projectile from one barrel. works just fine. my aim was to have the weapon shoot two projectiles at once, one from each barrel. i added a second 'launch missile' via 'set' effect. now two projectiles are launched but they launch in the center of my unit.

    how do i get them to launch from the left/right barrel of the attacking unit?

    #2 Jan 03, 2013 at 20:19 UTC - 0 likes

    You need to get the Action actor to create for both effects. You then need to put in the Combat: Launch Attachment Query - Methods field a AM from the Attach Methods data type that rolls between the attachment points.

    #3 Jan 03, 2013 at 20:37 UTC - 0 likes

    I tried random AM queries plus all patterns. Doesn't work. I did not follow the first step though.

    Quote from DrSuperEvil: Go

    You need to get the Action actor to create for both effects.

    How do I do that?

    Last edited Jan 04, 2013 by IcyJay
    #4 Jan 04, 2013 at 19:18 UTC - 0 likes

    Under the events you see an Effect type event which is linked to a Damage or Launch Missile type effect. Just add a second one so it creates when your other effect is used.

    #5 Jan 06, 2013 at 16:06 UTC - 0 likes

    Because I want the unit to shoot two projectiles of the same type, one out of each of its barrels (per attack), I am only using one effect which is of type 'launch missile'. In the events there is an effect ...LaunchMussilie.Start => At Caster -> Create. If I copy that, nothing changes. I tried copying the launch missile effect and adding ...LaunchMussilie2.Start => At Caster -> Create to the events. Didn't work.

    #6 Jan 06, 2013 at 18:18 UTC - 0 likes

    Ah, then you are just after a rolling AM that is linked to your effect like the marauder/goliath/battlecruiser pattern does.

    Last edited Jan 06, 2013 by DrSuperEvil
    #7 Jan 06, 2013 at 18:34 UTC - 0 likes

    I got the impression, that the use of patterns always result in some type of... well, pattern in which projectiles launch from several points rotationally instead of launching them simultaniously. I'd like them to be launched one from each barrel, so two shots per attack period

    #8 Jan 06, 2013 at 18:54 UTC - 0 likes

    The launch delay is set by the phase(s) of the persistent effect that produces the launch effects, or other delays (e.g. weapon cooldown for BC). Attachment Methods are only used to filter/cycle attachment points on the model. You should check the goliath/missile turret, if you compare those to thors/vikings the only difference is the delay in the persistent effect.

    #9 Jan 06, 2013 at 19:16 UTC - 0 likes

    Well, my weapon does not have a persistent effect. Simply a weapon with a 'launch missile' effect. Is it that extensive to add a second projectile to an existing projectile weapon?

    #10 Jan 06, 2013 at 22:51 UTC - 0 likes

    Just try it and see. Is a Set with 2x missile launch = create persistent with multi missile launch.

    Last edited Jan 06, 2013 by DrSuperEvil
    #11 Jan 07, 2013 at 12:22 UTC - 0 likes

    Is the second projectile supposed to be purely cosmetic, like for the Stalker?

    Each launch effect only ever creates 1 projectile entity, and this one entity decides the workings of the effect (e.g. failure if destroyed by PDD)

    True multi-missile attacks use sets/persistent effects and apply damage for each missile, but you can always make the second missile a different type that deals 0 damage, or stick 2 missile models into 1 projectile unit via attachments/custom models.

    The former would mess with PDD, as the 0 damage missile would get shot down for no gain while destruction of the "real" one negates the entire attack, or if the fake is invincible it would simply be ignored by PDD, on the other hand this setup allows both missiles to travel independently as they are seperate units in the game engine.

    The latter is only a visual fake. The game engine works with only 1 missile at the projectile units' origin point, but you can apply any number of attached models, offsets, motion overlays etc, even creating what looks like an entire barrage of missiles for a single-hit attack. All of this is purely visual though, none of the visible missiles has to hit the target, and 1 PDD shot will wipe out the entire barrage.

    Last edited Jan 07, 2013 by Photoloss
    #12 Jan 08, 2013 at 12:57 UTC - 0 likes

    Well, I would prefer the weapon to launch two independant projectiles -> two launch effects. I managed that, no problem but as soon as two missiles are seperately launched from the weapon, they are lanunched from the units center point (selected fallback point of the weapon's action actor), not from one or even two seperate barrels of the units guns. I am aware that the launch location can be changed in the action actor for the weapon but the launch location will only be applied if a single projectile is launched. Else both projectiles will be launched from the fallback point. That's where I stand right now.

    #13 Jan 08, 2013 at 17:13 UTC - 0 likes

    Are you already using an Attachment Method? What's your effect setup? Have you tried copying the Goliath/Missile Turret weapon and working from there?

    Note that AMPattern objects run an internal counter based on a single trigger effect, if that effect is not used the pattern won't work (e.g. you copy the Missile Turret weapon, but not the AMPattern -> all missiles are launched from the first weapon slot or the fallback site)

    From what I remember, missiles launching from the fallback point means the main location is completely out of scope (i.e. the specified attachment point doesn't exist on that model, or you're trying to launch from an attached actor that doesn't exist...)

    Maybe your effect chain switches to a Point location type? That would cause the missiles to launch from the ground beneath the unit (test by increasing visual height on the unit)

    #14 Jan 09, 2013 at 23:04 UTC - 0 likes

    I set the attachment query (I assume that's what you mean) back to default.

    No pattern Filter: AMFilterWeaponSetA0

    which apparently sets the launch locaion to the bottom right barrel.

    So how would I go about now?

    #15 Jan 10, 2013 at 00:18 UTC - 0 likes

    Set pattern to rolling so it rolls through each attachment point.

    #16 Feb 05, 2013 at 17:57 UTC - 0 likes

    well, back to the editor I tried the 'Pattern Rolling Stripe', resulting in projectiles launching in random order switching between left and right barrel. I was hoping to having it switch every shot between left and right.

    I tried to determine any difference between weapons/units that launch missiles from one barrel and weapons that launch missiles from one barrel but I couldn't except for the field 'Display Attack Count' which only serves UI purposes.

    How can I create my own pattern method? I've found the tab but I can't figure out how this works.

    Last edited Feb 05, 2013 by IcyJay
    #17 Feb 05, 2013 at 18:51 UTC - 0 likes

    Its easy, I had a similar problem, instead from the center of the unit, missiles/beams launched from the ground. Just add missiles actors (for each missile) and then linked those missile actors to the attacks actors (also 1 for each missile e.g.: Missile Left Attack (Action) Missile Right Attack (Action)). Once you have them linkes, check the Host Launch Site Ops from both the missile and the attack and put in them SOpAttachWeaponLeft (in case of left missile) and SOpAttachWeaponRight (in case of right missile). If the model you want haven't got the necesary attachments points (right click on unit at Previwer -> Show Model Data -> Attachment Points) I think you will not be able of launchin missiles from barrels, unles those "barresls" are attachments to the unit, in that case just put on Host Launch Site Ops the attachment point of barrels. Hope I help you.

    Last edited Feb 05, 2013 by TheSC2Maniac
    #18 Feb 05, 2013 at 19:30 UTC - 0 likes

    I am going to try that. Thanks

    edit:

    Got it working. Thanks a lot guys.

    marked as solved

    Last edited Feb 05, 2013 by IcyJay
  • 18 posts

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