So I made the Viper's Consume it's attack. So I made it a weapon and removed the modify target effect. That's pretty much it, everything for the most part went great.
Except if the target moves the Consume missile doesn't follow. The old Consume does, you can test it on an uprooted crawler. After trying a few things I didn't get it to work. So I made a beam instead. Except the Beam won't create the "ViperConsumeStructureTentacle" model at all with everything I try. I even decided to follow the tutorial we have (which a lot of people seem to have the same problem as I following that tutorial). Without the ability to create the model I can't tell if the model will follow it's target.
Please help, it's starting to get really frustrating for me.
This isn't my first rodeo nor doing complex things.
I've already done something like make the Warhound's Haywire Missiles a spell instead of attack. I'm kind of going in reverse now though.
I'm pretty aware of the actor system but it's also very complex and I don't know everything. No one knows everything about the editor anyway except maybe Blizzard staff. Otherwise our Wiki wouldn't have so much (Unknown)'s in it.
I'm not sure what to do at this point. The beam gives me an error:
Could not reattach beam during modelswap to ViperConsumeStructureTentacle
Model created via Cache; ModelLink {ViperConsumeStructureTentacle} Failure to initialize.
Now normally a beam doesn't need a launch missile effect but the Beam isn't launching a model. I can't figure out why. So I've made the CP launch the missile in the initial effect. This doesn't let it track but it at least it launches at all. Making the LM link back to the CP in the Impact Effect allows the Missile to track. If I end up deleting the Beam actor in this case it will instead create multiple instances of the LM until destroyed. (Since it's the Viper consume that ends up ugly, laggy, and definitely not intended).
So unless I get the Beam to work all of the above needs to be intact as I've tried switching up various effects and they all break it in some way or another.
Now you may be asking, "Well, looks like you got it to work, right?" Nawp. This one has it's own complications as well. It infinitely creates the damage impact model of consume at the target unit. This gets laggy in a heartbeat. It also won't destroy even if the Viper stops attacking or if the unit dies, creating a Lag-nuke zone.
Man the point is actor system is not hard at all, it just hard to figure out proper creation condition for actors with this effect's-data-crap. When i swithced to triggers for actor work i'm making everything i want with ease. It's hard to follow your problem but i'll show how this should be set up (beam with missile, not for tentacle cuz they works differently):
This assumes your missile and beam actors are clean and done from scratch:
1) in missile actor go to events+ put: ActorCreation -> Create "YourBeam",
2) in beam actor change HostImpact to (SearchFor) ::Creator, Set HostLaunch to (SearchFor) Caster of your launch missile effect. Also choose _Unit in actor field of HostLaunch just to assure youreself and Beam :)
You can Also create additional actors of "SiteHosted" type and attach them to missile and caster. For the missile it will prevent Beam from immediate destroying when missile hits the target, and missile actor is destroyed. Warhound attack using this approach, cuz "SiteHosted" actor is kinda holder of the objects attached to it, it exist as long as the object lives. For Caster "SiteHosted" type of actor is already created by Action actor of your launch missile effect (if you have one) and can be referenced as _LaunchGuide, So you can try to put this in your beam's HostLaunch field, like:
2) HostImpact - (SearchFor) ::Creator, HostLaunch (SearchFor) Caster of launch effect and choose _LaunchGuide from drop down actor menu.
I rly insist on making things from scratch, duplication or editing existing stuff is a bad habit and you learn nothing from it.
Actually I learn tons from it. Because I can see what works. Some people learn differently.
Which missile actor are you talking about? Nothing says I should create a missile actor. Sentries and Void Rays don't have Missile actors.
Edit: I'm not understanding anything you're saying except the _LaunchGuide. I mean I can find HostImpact and HostLaunch but when you say something like "::Creator (Search for)" I have no clue because there's no values in those fields that fit that description.
So I made the Viper's Consume it's attack. So I made it a weapon and removed the modify target effect. That's pretty much it, everything for the most part went great.
Except if the target moves the Consume missile doesn't follow. The old Consume does, you can test it on an uprooted crawler. After trying a few things I didn't get it to work. So I made a beam instead. Except the Beam won't create the "ViperConsumeStructureTentacle" model at all with everything I try. I even decided to follow the tutorial we have (which a lot of people seem to have the same problem as I following that tutorial). Without the ability to create the model I can't tell if the model will follow it's target.
Please help, it's starting to get really frustrating for me.
You started from complex things learn actor system first. You can study warhound attack it uses invisible missile and beam attached to it.
This isn't my first rodeo nor doing complex things.
I've already done something like make the Warhound's Haywire Missiles a spell instead of attack. I'm kind of going in reverse now though.
I'm pretty aware of the actor system but it's also very complex and I don't know everything. No one knows everything about the editor anyway except maybe Blizzard staff. Otherwise our Wiki wouldn't have so much (Unknown)'s in it.
I'm not sure what to do at this point. The beam gives me an error:
Could not reattach beam during modelswap to ViperConsumeStructureTentacle
Model created via Cache; ModelLink {ViperConsumeStructureTentacle} Failure to initialize.
Now normally a beam doesn't need a launch missile effect but the Beam isn't launching a model. I can't figure out why. So I've made the CP launch the missile in the initial effect. This doesn't let it track but it at least it launches at all. Making the LM link back to the CP in the Impact Effect allows the Missile to track. If I end up deleting the Beam actor in this case it will instead create multiple instances of the LM until destroyed. (Since it's the Viper consume that ends up ugly, laggy, and definitely not intended).
So unless I get the Beam to work all of the above needs to be intact as I've tried switching up various effects and they all break it in some way or another.
Now you may be asking, "Well, looks like you got it to work, right?" Nawp. This one has it's own complications as well. It infinitely creates the damage impact model of consume at the target unit. This gets laggy in a heartbeat. It also won't destroy even if the Viper stops attacking or if the unit dies, creating a Lag-nuke zone.
Any ideas?
Man the point is actor system is not hard at all, it just hard to figure out proper creation condition for actors with this effect's-data-crap. When i swithced to triggers for actor work i'm making everything i want with ease. It's hard to follow your problem but i'll show how this should be set up (beam with missile, not for tentacle cuz they works differently):
This assumes your missile and beam actors are clean and done from scratch:
1) in missile actor go to events+ put: ActorCreation -> Create "YourBeam",
2) in beam actor change HostImpact to (SearchFor) ::Creator, Set HostLaunch to (SearchFor) Caster of your launch missile effect. Also choose _Unit in actor field of HostLaunch just to assure youreself and Beam :)
You can Also create additional actors of "SiteHosted" type and attach them to missile and caster. For the missile it will prevent Beam from immediate destroying when missile hits the target, and missile actor is destroyed. Warhound attack using this approach, cuz "SiteHosted" actor is kinda holder of the objects attached to it, it exist as long as the object lives. For Caster "SiteHosted" type of actor is already created by Action actor of your launch missile effect (if you have one) and can be referenced as _LaunchGuide, So you can try to put this in your beam's HostLaunch field, like:
2) HostImpact - (SearchFor) ::Creator, HostLaunch (SearchFor) Caster of launch effect and choose _LaunchGuide from drop down actor menu.
I rly insist on making things from scratch, duplication or editing existing stuff is a bad habit and you learn nothing from it.
Actually I learn tons from it. Because I can see what works. Some people learn differently.
Which missile actor are you talking about? Nothing says I should create a missile actor. Sentries and Void Rays don't have Missile actors.
Edit: I'm not understanding anything you're saying except the _LaunchGuide. I mean I can find HostImpact and HostLaunch but when you say something like "::Creator (Search for)" I have no clue because there's no values in those fields that fit that description.
That error says your model for your Missile actor is not set right.
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
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