I'm making this tread cause I got tons of questions about regular and advanced weapon making.
First question is, why do my ship fire his missile from the ground level? I'm unable to find the attachment
responsible for this.
I'll come up with more question very soon.
EDIT : The attachment does not seem to be the problem as I just set it to origin (which would be the center of the void seeker) and the height is still messed up.
Question 2 : I changed the missile art of the void seeker weapon to be the phoenix missile art. it does nothing... Why?
The first is in the Attack actor. It's labeled Actor - Missile or something similar, you need to set this to be your desired missile's actor. Secondly, in the LM effect, you need to set the ammo unit missile to be the same as above (only the actor's unit this time).
Your action actor is causing problems. You need to specify the launch site correctly otherwise it defaults to origin. With the Launch Missile effect it specifies a missile unit which needs a missile actor for it's visuals. Your action actor needs to refer to this missile actor.
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I dont know if both problems are linked or what? I still managed to change the missile actor, but the missile are still shooting from the ground, not using any legal attachment (on the void seeker) that I give them.
I have no idea why, my weapon actor is IDENTICAL to the void seeker actor weapon with only the missile changed.
I really don't get it...
EDIT : I did add them a weapon persistent effect... Could this be messing things up?
Edit 2 : Changing the weapon actor missile art solved the heigh problem on one weapon of 2. Seem that the missile art make direct reference to an attachment.
I still have no idea why it fire from the ground with the phoenix attack
Edit 3 : I fixed the last attack problem in the launch effect ammo section. There is phoenix Ion cannon ammo, 2 of them bugged and one is working correctly with the attachment.
I got it fixed by the time you answered XD. But ty Eiviyn !! I will upload in not to long to show the result, which will be quite nice.
Next question :
Instead of changing attachment to find the exact thing I need. Is there a way to make a weapon shoot the missile at an offset point?
I found that in the ML effect Field :
Sun Drifter Secondary (Launch Missile)
Target - Launch Offset (0,0,0)
I treid to change it so the missile come out from a slightly different location than the specified attachment point, but it does not work. Any idea why?
Go to your attack actor. Find "Site Operation Launch Point" or something with a similar name and slap the SOp raynor snipe offset entry in. Fire the map up and the missile will launch from about 12 units infront of the ship. Obviously this isn't what you want, but it's an example. Now make a new Site Operation - Local Offset. This has 2 sets of 3 numbers.
X is across the ship. If it were a viking, the X axis is from wingtip to wingtip with 0 being dead centre. Negative goes either left or right and positive goes the opposite.
Y is the length of the ship. This would be the nose to the fuselage with 0 being the centre point. Negative values push the point towards the nose, while positive ones towards the tail.
Z is the vertical axis. Positive is up, negative is down.
Once you've made your site op, sub this inplace of the raynor snipe offset one mentioned above and play with the values until you get a point that you like.
In the turret instance, there is only an option for the turret yaw which is based on the position of the unit. I don't know how to make a turret not have the facing of the unit as reference angle.
In other words, I want a weapon to only protect the left side of the ship, attacking in a 160 degree turret yaw facing left side. All turret seem to face front side of unit and I don't know how to change that.
Turret starting angle does not seem to restrict turret past game initialization.
EDIT :
A VEERYYYYY old question of mine... That I could never solve (anybody here either...)
How do you make a protoss shield oval just like the carrier shield?
1) How do you make a turret have a fixed angle. I want my weapon to protect the left (not the front which the default position) on the unit in a turret angle yaw of 220 degree.
I juts discovered that the turret starting angle restrict turret past game initialization. With that done, I have now multiple weapons (6 point defence weapons) that cover different part of the ship hud. The result is quite amazing, I wonder if it will be as amazing in a playable game...
And about the oval shield, it seem I don't understand the mechanic behind default unit shield animation. there an shield header model, a shield full model and a shield facer model, all responding to different weapon actor shield response flag.
I'm currently toying with that but I have no idea how to solve that oval shaped shield problem.
EDIT :
The colossus is also the same as the carrier. This shield is deformed on the z axis, but there aint anything about it anywhere on the unit itself. It got to be some core stuff....
Couldnt you just validate if the unit has shield the model is created and it is destroyed when it doesnt in a method similar to the fires on the structures as hp changes using the State Change event?
I'm not sure I fully understood what you meant, but it seem there is no state change event in the event+ section of carrier actor.
I had a look at it this morning and actually was pretty disappointed that absolutely nothing in the actor fields refer to the actual carrier shield on the carrier unit. Even when I add a shield to a non-shielded unit, I have to change the Attachment Properties + field in order to have a visual shield effect. For all Protoss units, this field is empty... So I don't even know what regulates the shield visual for all Protoss unit with default or deformed shield. Seems there is 3-4 defaults shield impact model used as core, but I'm not even sure how it is linked.
I also searched for a flag that could adjust shield with global size and shape of the unit, there is none.
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Heyhey guys,
I'm making this tread cause I got tons of questions about regular and advanced weapon making.
First question is, why do my ship fire his missile from the ground level? I'm unable to find the attachment responsible for this.
I'll come up with more question very soon.
EDIT : The attachment does not seem to be the problem as I just set it to origin (which would be the center of the void seeker) and the height is still messed up.
Question 2 : I changed the missile art of the void seeker weapon to be the phoenix missile art. it does nothing... Why?
There's 2 fields you have causing you issues.
The first is in the Attack actor. It's labeled Actor - Missile or something similar, you need to set this to be your desired missile's actor. Secondly, in the LM effect, you need to set the ammo unit missile to be the same as above (only the actor's unit this time).
the height needs a seperate site orperation otherwise it will just fire from the ground beneath the unit
Your action actor is causing problems. You need to specify the launch site correctly otherwise it defaults to origin. With the Launch Missile effect it specifies a missile unit which needs a missile actor for it's visuals. Your action actor needs to refer to this missile actor.
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
Origin =/= Center, Origin is the bottom center point of a model. You're thinking of the attachment point "Center"
I dont know if both problems are linked or what? I still managed to change the missile actor, but the missile are still shooting from the ground, not using any legal attachment (on the void seeker) that I give them.
I have no idea why, my weapon actor is IDENTICAL to the void seeker actor weapon with only the missile changed.
I really don't get it...
EDIT : I did add them a weapon persistent effect... Could this be messing things up?
Edit 2 : Changing the weapon actor missile art solved the heigh problem on one weapon of 2. Seem that the missile art make direct reference to an attachment.
I still have no idea why it fire from the ground with the phoenix attack
Edit 3 : I fixed the last attack problem in the launch effect ammo section. There is phoenix Ion cannon ammo, 2 of them bugged and one is working correctly with the attachment.
Just upload the map.
@Eiviyn: Go
I got it fixed by the time you answered XD. But ty Eiviyn !! I will upload in not to long to show the result, which will be quite nice.
Next question :
Instead of changing attachment to find the exact thing I need. Is there a way to make a weapon shoot the missile at an offset point?
I found that in the ML effect Field :
Sun Drifter Secondary (Launch Missile) Target - Launch Offset (0,0,0)
I treid to change it so the missile come out from a slightly different location than the specified attachment point, but it does not work. Any idea why?
That field doesn't work.
Go to your attack actor. Find "Site Operation Launch Point" or something with a similar name and slap the SOp raynor snipe offset entry in. Fire the map up and the missile will launch from about 12 units infront of the ship. Obviously this isn't what you want, but it's an example. Now make a new Site Operation - Local Offset. This has 2 sets of 3 numbers.
X is across the ship. If it were a viking, the X axis is from wingtip to wingtip with 0 being dead centre. Negative goes either left or right and positive goes the opposite.
Y is the length of the ship. This would be the nose to the fuselage with 0 being the centre point. Negative values push the point towards the nose, while positive ones towards the tail.
Z is the vertical axis. Positive is up, negative is down.
Once you've made your site op, sub this inplace of the raynor snipe offset one mentioned above and play with the values until you get a point that you like.
@Eiviyn: Go
Wow man this editing tool is farking powerful!! Thx a lot. Stick around from time to time, I will have prolly moar questions comming soon.
Thx again for everybody help so far!
I do have another question already...
In the turret instance, there is only an option for the turret yaw which is based on the position of the unit. I don't know how to make a turret not have the facing of the unit as reference angle.
In other words, I want a weapon to only protect the left side of the ship, attacking in a 160 degree turret yaw facing left side. All turret seem to face front side of unit and I don't know how to change that.
Turret starting angle does not seem to restrict turret past game initialization.
EDIT :
A VEERYYYYY old question of mine... That I could never solve (anybody here either...)
How do you make a protoss shield oval just like the carrier shield?
Bump and recapitulation
1) How do you make a turret have a fixed angle. I want my weapon to protect the left (not the front which the default position) on the unit in a turret angle yaw of 220 degree.
2) How do you make a Protoss shield oval
Bump
You could always create a shield model that is deformed in the one axis. And get it to be applied like the regular shield model.
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
@DrSuperEvil: Go
And does that require me to use any external tool like 3DSM? Or can it be entirely done vie the data?
I juts discovered that the turret starting angle restrict turret past game initialization. With that done, I have now multiple weapons (6 point defence weapons) that cover different part of the ship hud. The result is quite amazing, I wonder if it will be as amazing in a playable game...
And about the oval shield, it seem I don't understand the mechanic behind default unit shield animation. there an shield header model, a shield full model and a shield facer model, all responding to different weapon actor shield response flag.
I'm currently toying with that but I have no idea how to solve that oval shaped shield problem.
EDIT :
The colossus is also the same as the carrier. This shield is deformed on the z axis, but there aint anything about it anywhere on the unit itself. It got to be some core stuff....
Couldnt you just validate if the unit has shield the model is created and it is destroyed when it doesnt in a method similar to the fires on the structures as hp changes using the State Change event?
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
@DrSuperEvil: Go
I'm not sure I fully understood what you meant, but it seem there is no state change event in the event+ section of carrier actor.
I had a look at it this morning and actually was pretty disappointed that absolutely nothing in the actor fields refer to the actual carrier shield on the carrier unit. Even when I add a shield to a non-shielded unit, I have to change the Attachment Properties + field in order to have a visual shield effect. For all Protoss units, this field is empty... So I don't even know what regulates the shield visual for all Protoss unit with default or deformed shield. Seems there is 3-4 defaults shield impact model used as core, but I'm not even sure how it is linked.
I also searched for a flag that could adjust shield with global size and shape of the unit, there is none.