I created a custom launch-missle effect and used a preexisting missle unit as a missle. But: The missle keeps launching from the units feet and moves to the targets feet, so it only slides over the bottom.
I copied the movermissle (that 'should' control the movement) from the basic missle and only adjusted the speed. Well the speed changed, but I couldn't find any value that controls the start and impact height.
The effect is launched by triggers, so no actor, ability or weapon controls this. And the actor of the missle wasn't touched, so this should be allright...
Similiar issue for the beam: The action actor creates the beam, I found the field attachement launch query and the hosting fields on the beam's actor, but changing this doesn't seem to work. All I want is to start the beam from "chest" and end at the target's "chest".
Last but not least:
Is there any possibilty to control doodads? I want to change the variation and I found a function "UnitChangeVariation", but as doodads aren't units, but only models with an actor, I have no possibilty to "pick each doodad and do..." . Then I tried to add an actor event (some dummy spell cast they could react to), and then change their model, but this wouldn't work too. But I'm not sure here if I picked the right functions.
Any workarounds?
I forgot the action actor. Now it still launches from the unit's feet, but targets it correctly.
Hell, how many data types do I need for a simple missle.. . Well there are dozen of fields in the action actor that could refer to launch and target point, but I don't have any clue which I need to change. My trial gave me a lot of error up to this point. :/
What about the doodads? That would be pretty interesting too.
as for doodads you can change the variation by double clicking them. if you want to change while the game is running use a trigger to send a model swap message, one of the parameters is variation number.
Now the doodad changed its variation. It is somehow strange as the variation number 1 of rubber wall is the repaired wall and it changes to variation no. 2, but maybe this is some other issue.
I will have a look at the missle tutorial later on, thanks for the link. I didn't find any good tutorial about that topic myself ;)
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Hey there. I have an issue that's driving me mad:
I created a custom launch-missle effect and used a preexisting missle unit as a missle. But: The missle keeps launching from the units feet and moves to the targets feet, so it only slides over the bottom. I copied the movermissle (that 'should' control the movement) from the basic missle and only adjusted the speed. Well the speed changed, but I couldn't find any value that controls the start and impact height.
The effect is launched by triggers, so no actor, ability or weapon controls this. And the actor of the missle wasn't touched, so this should be allright...
Similiar issue for the beam: The action actor creates the beam, I found the field attachement launch query and the hosting fields on the beam's actor, but changing this doesn't seem to work. All I want is to start the beam from "chest" and end at the target's "chest".
Last but not least: Is there any possibilty to control doodads? I want to change the variation and I found a function "UnitChangeVariation", but as doodads aren't units, but only models with an actor, I have no possibilty to "pick each doodad and do..." . Then I tried to add an actor event (some dummy spell cast they could react to), and then change their model, but this wouldn't work too. But I'm not sure here if I picked the right functions. Any workarounds?
Thanks.
@Rushhour: Go
Sounds like you never set the missile's unit's height.
I forgot the action actor. Now it still launches from the unit's feet, but targets it correctly. Hell, how many data types do I need for a simple missle.. . Well there are dozen of fields in the action actor that could refer to launch and target point, but I don't have any clue which I need to change. My trial gave me a lot of error up to this point. :/
What about the doodads? That would be pretty interesting too.
@Rushhour:
http://rileystarcraft.blogspot.com/2010/06/tutorial-create-missile-weapon.html
as for doodads you can change the variation by double clicking them. if you want to change while the game is running use a trigger to send a model swap message, one of the parameters is variation number.
Thanks a lot.
Now the doodad changed its variation. It is somehow strange as the variation number 1 of rubber wall is the repaired wall and it changes to variation no. 2, but maybe this is some other issue.
I will have a look at the missle tutorial later on, thanks for the link. I didn't find any good tutorial about that topic myself ;)