Okay im stuck with pretty noobish stuff (cuz i am noob basically)
I have weapon that shoots missile(this part of weapon works properly), and i want to make some shards launching from impact location of this weapon. So i've created:
effects:
Presistant with offsets (i've set the directions for this missiles)
Launch missile (used by persistant)
actors:
Generic attack (launch effect - to my Launch missile)
So i dont know what exactly i need to put in target+, impact ,etc fields of my effects, to make it work properly. As for now it launches from my caster, but i want it to be launched from the impact location of the weapon.
And also have another question: do i have to use impact effect field in my attack actor if i already set it in my launch missile impact? cuz it basically works even without it...
I advise you look at how the voidseeker phase mine ability works. An alternative is to launch your other missiles from the first missile using a motion phase validator but this method needs alot of fine tuning since you need to consider the angle of the launching missile relative to your target sites.
The impact field of the action ator is purely if you want it to target certain attachment points on target models.
Here is an ability in progress of mine where I do that
I just found my stupid mistake. Basicaly my weapon applies set of effects on impact location, and there was initial damage effect too. So i didnt check flags for this effect and it kills my missiles before they go out of model..... Now i have another problem. this shards launching correctly only if my primary missile has attachment points.
How to fix this thing? Actually i remember that i did something before when messing with actors and it allows me to attach directly in center of the model even if it hasnt attachments, but i forgot how i made it.
Now when im trying creating stuff from scratch i see a lot of bugs such as actors doesnt link properly to unit. So i change field with unit name from bogus to desired unit and saved my map for example and i didnt see this links in object editor. Only when i restart editor and load the map..
Also i noticed bugs when im changing motion phases of missile mover. Sometimes it causing critical errors.
Change your base missile unit to... ArchonMerge. Just have opacity on the ArchonMerge missile set to 0. ArchonMerge has attachment points. Attach your "regular" missile to the ArchonMerge. Now force your secondary missiles to launch from the ArchonMerge attachment points.
Well probably i will use borgdragon's method when i will need a selectable unit which uses some effect model.But in my case i need just invulnerable missile. And i've found solution.
Just in the event's field of action actor wich is used to launch my shards i changed all terms(don't know if i used right word as i said have russ version) to
-> At target. So if anyone will use missile that spawns shards upon impact try this method. This actors is a pain in ass with a lack of documentation.
Guys, how to modify my missile actor so it will play effect upon death... When i am changing type of this actor to generic_unit_base it works nice in game but gives me like 100+ warnings in editor. I tried to find what is the difference between this two types of actors but i still dont get it. Of course i found such fields as combat - actor death model and other stuff but i didnt find any shit that determines this effect upon death to be launched... please help me with this.
Okay im stuck with pretty noobish stuff (cuz i am noob basically)
I have weapon that shoots missile(this part of weapon works properly), and i want to make some shards launching from impact location of this weapon. So i've created:
effects:
Presistant with offsets (i've set the directions for this missiles) Launch missile (used by persistant)
actors:
Generic attack (launch effect - to my Launch missile)
So i dont know what exactly i need to put in target+, impact ,etc fields of my effects, to make it work properly. As for now it launches from my caster, but i want it to be launched from the impact location of the weapon.
And also have another question: do i have to use impact effect field in my attack actor if i already set it in my launch missile impact? cuz it basically works even without it...
I advise you look at how the voidseeker phase mine ability works. An alternative is to launch your other missiles from the first missile using a motion phase validator but this method needs alot of fine tuning since you need to consider the angle of the launching missile relative to your target sites.
The impact field of the action ator is purely if you want it to target certain attachment points on target models.
Here is an ability in progress of mine where I do that
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I just found my stupid mistake. Basicaly my weapon applies set of effects on impact location, and there was initial damage effect too. So i didnt check flags for this effect and it kills my missiles before they go out of model..... Now i have another problem. this shards launching correctly only if my primary missile has attachment points. How to fix this thing? Actually i remember that i did something before when messing with actors and it allows me to attach directly in center of the model even if it hasnt attachments, but i forgot how i made it.
Now when im trying creating stuff from scratch i see a lot of bugs such as actors doesnt link properly to unit. So i change field with unit name from bogus to desired unit and saved my map for example and i didnt see this links in object editor. Only when i restart editor and load the map.. Also i noticed bugs when im changing motion phases of missile mover. Sometimes it causing critical errors.
Cool stuff you made btw. :)
Change your base missile unit to... ArchonMerge. Just have opacity on the ArchonMerge missile set to 0. ArchonMerge has attachment points. Attach your "regular" missile to the ArchonMerge. Now force your secondary missiles to launch from the ArchonMerge attachment points.
It's how I did it for my Frozen Orb ability.
Actually all models (well most that I have tried that are not beams) are given a default origin attachment point even if the model lacks one.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Well probably i will use borgdragon's method when i will need a selectable unit which uses some effect model.But in my case i need just invulnerable missile. And i've found solution.
Just in the event's field of action actor wich is used to launch my shards i changed all terms(don't know if i used right word as i said have russ version) to -> At target. So if anyone will use missile that spawns shards upon impact try this method. This actors is a pain in ass with a lack of documentation.
Guys, how to modify my missile actor so it will play effect upon death... When i am changing type of this actor to generic_unit_base it works nice in game but gives me like 100+ warnings in editor. I tried to find what is the difference between this two types of actors but i still dont get it. Of course i found such fields as combat - actor death model and other stuff but i didnt find any shit that determines this effect upon death to be launched... please help me with this.