I can explain but you better go to the wiki and see the tuts, they are really usefull. For that you need to use Force Effects(to pull or grab), check them out. Then if you still have any doubt, feel free to ask! Good luck.
A beam? You want to make the projectile attached to the unit by a beam ? Sorry, but Im not understanding what that ability really do, talk a bit more about it pls.
You want the casting unit to launch a missile, with a beam attached to the casting unit and the missile, and then when the missile hits the target unit, you want the beam to attach to the casting unit and the target unit?
Attach it the same as you do a tentacle or just use the beam model as that of the Missile actor. You must alter the Hosting - Hosted Attachments fields like that of a levi tentacle ot spine crawler and then use the various signal events and reference set actions used by the events of the levi tentacle Model actor and the Missile actor for it. Else just use the infestor neural parasite ability as a reference.
Well, I believe that to make that visual effect you better use a Actor Model ,instead of a beam. Then attach caster to the projectile. I'm not sure how to do that, sorry 'bout that. But i think it may be something like this, you create the actor, and set the Event:Ability(If its an ability) Action:Attach (Something something) I suck at beams related things and attachments sorry, for not being able to help more. Try to look at Sentrys and Voidrays beam. Replicate the effects and cast it on the projectile(Launch missile, inside it). Ty Almaity.
The targeting the ground is because you are targeting the Origin attachment point, alter the impact Attach Methods used by your Action actor. The reference set events basicly change the hosting as an attachment on the fly. Tentacles go from being hosted on the parent model to being hosted on the missile and in the case of the neural parasite they then are hosted on the target unit.
With the neural parasite tentacle on actor creation the hosting is set to the model itself while on missile launch the missile actor sets the hosting to itself but on impact the tentacle model creates and then sets the hosting to the target Site type actor.
those events are from the action actor, the fallback Attachments are set to Center for the Fallback field, i cannot find a Attach Methods field.
Also, i dont know what to value to set Fallback to from Center.
EDIT: i think you have this mixed up, when i alter a value from the Attachments field it only changes where the beam is attached on the caster unit, it does NOT affect where the end point of the beam is placed (on the target point/ground)
Attachment - Impact Attachment Query - Methods, it is about 4 fields above the one affecting the launch location. Are you sure you are playing the BSD animation on the Missile actor? It is unnecessary to have an event for the destruction of an Action actor. What is your Art - Beam and Art - Missile fields set to?
Also show the events of your Missile actor.
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Attachment - Impact Attachment Query - Methods, it is about 4 fields above the one affecting the launch location.
Attachment - Impact Attachment Query - Methods, do not affect anything, because the beam is not attaching to the the missile at all it is attaching to the target point on the ground (of the ability) and not the missile. That is one of my problems, I need to know how to attach the beam to the missile instead of the target point.
It is ok. Just tentacles and beams share many common properies. If you use a tentacle as a Missile actor model it automatically attaches back to the caster. It is then just an matter of attaching your other model as a Model type actor onto your missile.
Note you cannot have both an altered beam and missile art in your Action actor. For the method mentioned above you do not want a beam but do want a custom missile art.
The impact location attachment queries affect where your missile impacts and you said it was always defaulting to the origina attachment point of the target.
If everything is default the birth stand death animations on the Beam (Simple) type actor should be already present.
Beams are their own actor type so can have their own creation and destruction conditions. They can also have altered hosting for launch and impact locations.
you failed to show the pic for the Art - Missile field.
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@DrSuperEvil: Go
The ability does not target a unit, it targets a point on the ground.
When you cast the ability, it shoots a missile that will collide with any unit it the missile's path. I would like a beam to be created between the casting unit and the missile when the ability is cast. Just clarifying.
So let me get this straight you target a point, a beam attached to a missile comes out going from the caster to the target point and latches onto the first unit it encounters?
Then you will either need to use a missile with a buff that detects for colision or you will need to completely redo your ability to use a Create Persistent like the colossus.
Either way you will need to relink the hosting of your beam like the neural parasite tentacle.
How would i go about making a pull or grab ability in the data editor?
Something like a unit launches a missile or beam that will pull a unit when it collides with the beam or missile.
I am trying to learn the data editor.
I can explain but you better go to the wiki and see the tuts, they are really usefull. For that you need to use Force Effects(to pull or grab), check them out. Then if you still have any doubt, feel free to ask! Good luck.
@Tekaichi: Go
Ok, i will read some and attempt but ill post again if i get stuck ^^
K then, do that, good luck and have fun ;)
@Tekaichi: Go
I'm having trouble creating a beam between the casting unit and the projectile itself, how do i do this?
A beam? You want to make the projectile attached to the unit by a beam ? Sorry, but Im not understanding what that ability really do, talk a bit more about it pls.
@Tekaichi: Go
My Unit will launch a missile, attached to this missile is a beam, but i don't know how to attach a beam from the caster to the missile.
It is just for visual effect.
@Usernameisntworkingright: Go
You want the casting unit to launch a missile, with a beam attached to the casting unit and the missile, and then when the missile hits the target unit, you want the beam to attach to the casting unit and the target unit?
Sounds confusing. Good luck.
Attach it the same as you do a tentacle or just use the beam model as that of the Missile actor. You must alter the Hosting - Hosted Attachments fields like that of a levi tentacle ot spine crawler and then use the various signal events and reference set actions used by the events of the levi tentacle Model actor and the Missile actor for it. Else just use the infestor neural parasite ability as a reference.
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, I believe that to make that visual effect you better use a Actor Model ,instead of a beam. Then attach caster to the projectile. I'm not sure how to do that, sorry 'bout that. But i think it may be something like this, you create the actor, and set the Event:Ability(If its an ability) Action:Attach (Something something) I suck at beams related things and attachments sorry, for not being able to help more. Try to look at Sentrys and Voidrays beam. Replicate the effects and cast it on the projectile(Launch missile, inside it). Ty Almaity.
@DrSuperEvil: Go
I looked at the sentry beam, as i have it right now the beam will attach to the caster and a target point on the ground
Here are my actor events
any suggestions?
I tried using At Missile but nothing showed
EDIT: can you please explain what reference actions do.
The targeting the ground is because you are targeting the Origin attachment point, alter the impact Attach Methods used by your Action actor. The reference set events basicly change the hosting as an attachment on the fly. Tentacles go from being hosted on the parent model to being hosted on the missile and in the case of the neural parasite they then are hosted on the target unit.
With the neural parasite tentacle on actor creation the hosting is set to the model itself while on missile launch the missile actor sets the hosting to itself but on impact the tentacle model creates and then sets the hosting to the target Site type actor.
Ok so those events shown are from which 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
@DrSuperEvil: Go
those events are from the action actor, the fallback Attachments are set to Center for the Fallback field, i cannot find a Attach Methods field.
Also, i dont know what to value to set Fallback to from Center.
EDIT: i think you have this mixed up, when i alter a value from the Attachments field it only changes where the beam is attached on the caster unit, it does NOT affect where the end point of the beam is placed (on the target point/ground)
Attachment - Impact Attachment Query - Methods, it is about 4 fields above the one affecting the launch location. Are you sure you are playing the BSD animation on the Missile actor? It is unnecessary to have an event for the destruction of an Action actor. What is your Art - Beam and Art - Missile fields set to?
Also show the events of your 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
Attachment - Impact Attachment Query - Methods, do not affect anything, because the beam is not attaching to the the missile at all it is attaching to the target point on the ground (of the ability) and not the missile. That is one of my problems, I need to know how to attach the beam to the missile instead of the target point.
I don't think so, because I have no idea what that is. Almost everything is default.
I thought the beam creation happened through the Action actor so that is why i destroyed it in the events.
They are default from the Photon Cannon Attack Missile.
I don't mean to come off as mean, just trying to answer your questions.
It is ok. Just tentacles and beams share many common properies. If you use a tentacle as a Missile actor model it automatically attaches back to the caster. It is then just an matter of attaching your other model as a Model type actor onto your missile.
Note you cannot have both an altered beam and missile art in your Action actor. For the method mentioned above you do not want a beam but do want a custom missile art.
The impact location attachment queries affect where your missile impacts and you said it was always defaulting to the origina attachment point of the target.
If everything is default the birth stand death animations on the Beam (Simple) type actor should be already present.
Beams are their own actor type so can have their own creation and destruction conditions. They can also have altered hosting for launch and impact locations.
you failed to show the pic for the Art - Missile field.
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 The ability does not target a unit, it targets a point on the ground.
When you cast the ability, it shoots a missile that will collide with any unit it the missile's path. I would like a beam to be created between the casting unit and the missile when the ability is cast. Just clarifying.
The Art-Missile field is has no real value in it.
How do i fix the problem?
So let me get this straight you target a point, a beam attached to a missile comes out going from the caster to the target point and latches onto the first unit it encounters?
Then you will either need to use a missile with a buff that detects for colision or you will need to completely redo your ability to use a Create Persistent like the colossus.
Either way you will need to relink the hosting of your beam like the neural parasite tentacle.
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
There is already a persistent on the missile
So what does the persistent on the missile do?
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