Hi guys. I gave my hero Tassadar the Karass - Psi Assault weapon and set him up with an attack animation. However, I noticed that the Psi Assault beam shoots of a bit too far from the right side of Tassadar's body. How can I change the beam's launch point?
1. The reason for that is that Tassadar's Weapon Attachment point is physically NOT on his person. It's actually floating wellaway from his hand.
2. that missile sux... it's almost beam like and Tassadar swings his arm around like a maniac... why does a spirit need to swing its arm to attack?
3. Solution time!
Go to the Actors Tab, create a new Actor, Actor Type: Site Operations (Local Offset), Based on: CActor (Call it SOpKarass) or something.
modify your newly created Site Ops, and change the Actor - Local Offset field to -0.3, -0.3, 0.0
Find KarassAttack actor, find Attachment - Launch Attachment Query+, modify it and change Methods: FilterWeapon00(or whatever) to Direct: Center.
Scroll down, modify the last field Target - Launch Site Ops +, add your newly created Site Ops to it (You will have SOpHarness and SOpKarass in there)
Tassadar now launches the "bolts" much more closely to his person. It still looks odd every few shots but it's very passable.
It worked! Awesome! Now I just have to find a way for Tassadar and Karass to use different KarassAttack actors. Thanks a lot BorgDragon! By the way, does the Actor - Local Offset field change the location from which the beam shoots out?
And you're right about the beam, and Tassadar swing his arms around. lol. I couldn't think of anything better.
Actor - Local Offset in this case does change the location from which the beam shoots out... but you have to specify the Launch Sites Ops+ in the Attack actor to use this offset as its launch location.
You can just rename the "green" KarassAttack actor to TassadarAttack, and just make sure it's properly linked to Tassadar. You might have to duplicate the weapon aswell, and effects, depending on exactly what you want to do.
Although its a good habit to start using all Duplicates/New stuff(properly renamed in the case of Duplicates) because it's just easier that way in the long run.
Yeah, I know. I did things poorly when I started my map though. I'm having problems. I only have one KarassAttack actor and it's green. I was able to successfully re-duplicate Karaass' weapon and the actor. Problem is that the beam's impact model plays when the beam is launched, not when the beam hits the enemy. Basically, I wanna have 2 KarassAttack actors 'cause I also have a Karass hero and I don't wanna move his attack's launch point. I'll keep playing around with this. Thanks again for your help Borg! Couldn't have done it without you.
Hi guys. I gave my hero Tassadar the Karass - Psi Assault weapon and set him up with an attack animation. However, I noticed that the Psi Assault beam shoots of a bit too far from the right side of Tassadar's body. How can I change the beam's launch point?
@Marikh7: Go
Go to the Actors Tab, create a new Actor, Actor Type: Site Operations (Local Offset), Based on: CActor
(Call it SOpKarass) or something. modify your newly created Site Ops, and change the Actor - Local Offset field to -0.3, -0.3, 0.0
Find KarassAttack actor, find Attachment - Launch Attachment Query+, modify it and change Methods: FilterWeapon00(or whatever) to Direct: Center.
Scroll down, modify the last field Target - Launch Site Ops +, add your newly created Site Ops to it (You will have SOpHarness and SOpKarass in there)
Tassadar now launches the "bolts" much more closely to his person. It still looks odd every few shots but it's very passable.
@BorgDragon: Go
It worked! Awesome! Now I just have to find a way for Tassadar and Karass to use different KarassAttack actors. Thanks a lot BorgDragon! By the way, does the Actor - Local Offset field change the location from which the beam shoots out?
And you're right about the beam, and Tassadar swing his arms around. lol. I couldn't think of anything better.
@Marikh7: Go
Actor - Local Offset in this case does change the location from which the beam shoots out... but you have to specify the Launch Sites Ops+ in the Attack actor to use this offset as its launch location.
You can just rename the "green" KarassAttack actor to TassadarAttack, and just make sure it's properly linked to Tassadar. You might have to duplicate the weapon aswell, and effects, depending on exactly what you want to do.
Although its a good habit to start using all Duplicates/New stuff(properly renamed in the case of Duplicates) because it's just easier that way in the long run.
@BorgDragon: Go
Yeah, I know. I did things poorly when I started my map though. I'm having problems. I only have one KarassAttack actor and it's green. I was able to successfully re-duplicate Karaass' weapon and the actor. Problem is that the beam's impact model plays when the beam is launched, not when the beam hits the enemy. Basically, I wanna have 2 KarassAttack actors 'cause I also have a Karass hero and I don't wanna move his attack's launch point. I'll keep playing around with this. Thanks again for your help Borg! Couldn't have done it without you.
Got everything to work. Whoopee! Thanks again!