However, instead of applying a beam, I decided to use a missile instead. Most of it's working but there's a few small problems I was hoping I could get some help with.
1) The turret model (phoenix) does not face the direction it attacks. How would I go about making it do so?
2) The attack animation for the unit is being played whenever the unit attacks via the turret. I tried to remove the attack animation event in the unit actor:
This successfully disables the animation, but for some reason it also disables the impact sound effect. The impact sound effect is being played by an Action Actor (based on GenericAttack). Am I going about the wrong way trying to remove the animation? Or should I be making the change to the action actor?
3) I think I'm having a problem with the Action GenericAttack actor for my missile. Every time my unit attacks, I'm getting an error message along the lines of "only one CActor Action can be created for the effect." I had similar problems with my past Action GenericAttack actors - my first two both had problems in the Event: Events field. I resolved my previous problems by changing the three effect.(effectname).start events to seemingly random effects related to my missile until it worked. This time, since I really only have two effects (launch missile and damage) I didn't know what to do with the three effect events, so I deleted two of them. It didn't solve my problem, and I don't know how to put them back. How should the events be set up on a simple attack missile? I'm awfully confused by this particular type of actor; I've had problems every time I've used them.
I'm really beginning to hate actors now. I created a new action actor and deleted the one I was using. This time, I modeled the events after the actors for Stalker Attack, Marauder Attack, and other normal units with a missile. No error messages, so problem 3 is solved... or so I thought. However, the missiles are right back to shooting out of the unit instead of the turret.
Art: Missile is set to the missile's actor.
Attachment: Launch Attachment Query is set to AMFilterWeapon00:Center. I've also tried setting it to just "Weapon." Neither method worked.
Combat: Launch Assets only has sound set, to the launch sound effect, as I don't have animation/art effects planned at the moment.
Event: Events has the standard three green events, the first set to "damage.start" and the last set to "launch.start"
Target: Impact Map is set to include both the impact model and impact audio.
Target: Launch Site is set to the Site Actor
The Site Actor has Hosting: Host set to the turret model actor, create on unit birth, destroy on unit death, hosting site operations SOpAttachWeapon
I've compared it field by field to the example map in the beginner turrets tutorial and I just can't figure it out. Everything is identical except for the fields relevant to beams, because I'm using a missile. I just don't get why mine isn't working anymore. :(
Make sure the right launch site/attachment is used. In worst case enable the force launch site flag on the Action actor. Does the unit even use the turret for it's weapon? Does the model you are using as a turret have a TurretZ attachment point?
Make sure the right launch site/attachment is used. In worst case enable the force launch site flag on the Action actor. Does the unit even use the turret for it's weapon? Does the model you are using as a turret have a TurretZ attachment point?
The Action Actor (based on GenericAttack) has Target: Launch Site set as the Site Actor (based on CActorSite) . Art Missile: is set to the Missile Actor (based on GenericAttackMissile). The Site Actor has the Hosting: Host field set to the model actor for the turret, and the Hosting: Host Site Operations set to SOpAttachWeapon, as well as the appropriate events (copied exactly from the Uberlisk tutorial).
Uhh... I don't quite know much about attachment points. I'm using the standard Phoenix model, does it have a TurretZ attachment point? I do have the Turret Actor (based on CActorTurret) set with Attachment: Yaw Query (TurretZ).
With the flag checked, it seems to be working almost perfectly. The unit no longer performs an attack animation (I changed the event again) but the attack launch and impact sounds still play properly. The projectile is launched from the correct point. The Phoenix turret turns when it is attacking, but for some reason it faces 90 degrees to the right of the direction it attacks (the projectile emerges from its left wing). I'm guessing this is just an angle I set incorrectly somewhere?
Thanks so much for helping me fix it. I'm kind of confused though... what does this flag do? Why do none of the tutorials mention it?
The Art - Missile field must be set to the Missile actor used by the ammo unit of the Launch Missile effect that creates this effect.
You can look at what attachments a model has in the model previewer. You are lucky because the Pheonix model has a TurretZ attachment point.
The flag overrides the attach query methods used for launch and makes it default directly to the Site type actor used as a launch site. This can be used to create launch sites on other attached models.
If the turret is not turning correctly then try going to the turrets data type and changing the setting of the turret type your unit is using.
In the worst case it might be a propery of the model you are using and will have to be corrected like in the attached map.
None of the settings on the turret data type pertain to direction while attacking. I tried adjusting Yaw Start but it didn't change the attack position either.
I downloaded the map you attached, but I'm not sure where in the map it corrected the problem. The Photon Cannon turret being used is untouched and it doesn't seem like it's added any events onto the relevant actors.
Well you were vague on your problem. The attached map is purely a workaround if you just cant get a model to be used as a turret like desired.
When the unit attacks, the turret (Phoenix model) turns so that its left wing is pointed straight at the target. I've tested it numerous times, it always turns so that the left wing points at the model. It should be facing it directly, but instead it's facing 90 degrees to the right of where it should face.
So you tried dointg like in the map I posted? Or changed the attach method of the launch site?
I've gone through the map you posted and I couldn't see any relevant differences. What do you mean by changing the attach method? "Attachment: Launch Attachment Query?" I've changed it to weapon as well as AMFilterWeaponCenter00, the only two I've seen used before.
Difference is I use a different model for it's turret and attach my visual model onto it. If you were to change your pheonix model to that of a siege mode siege tank does the direction of firing problem still persist.
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Difference is I use a different model for it's turret and attach my visual model onto it. If you were to change your pheonix model to that of a siege mode siege tank does the direction of firing problem still persist.
Oh good question. I'll try that.
Yep, the problem persists. The Siege Tank's cannon points precisely 90 degrees right of where it should be pointing.
Then it is time I recommend uploading your map or a map where the problem is recreated so others can see what you have done in detail.
If the cause can be found, it might even be of use to other map makers who want turrets at odd angles.
There's stuff in the mod I'm working with at the permission of others so I can't upload the map in entirety. Is there any way I can copy-paste the relevant pieces into a new mod?
Alright I took some screenshots of the relevant pieces cause I couldn't find an easy way to port the relevant stuff to another map. I've attached screenshots of the Turret Actor, the Site Actor, the Attack Actor, and the Model (Model Addition) Actor.
There's also the Site Operation (Local Offset) Actor, but I tested removing it entirely to no avail - the turret was simply attached to the origin of the host model, and still faced 90 degrees to the right while attacking. I'm fairly certain it has nothing to do with that.
The actual turret (data-type) is just set to Spin, 360 degrees yaw arc, 45 idle rate, 180 yaw rate, and 0 yaw start. I thought it may be yaw start and adjusted it, but like the name implies, it's only the start position and doesn't influence the attack direction.
Like I said I don't really want to post the map in full, but if there's any other particular data you want to see I can get more screenshots. Thanks for your time in looking into this btw.
A pic showing the problem and one of the weapon fields from the Units data type would also help.
How is this astral pulse effect tree set up?
You might also want to add a turret disabled>destroy event for your turret actor.
What are the events of the Site actor?
Events of the Action actor might be informative.
Thanks for pointing me to that. I think the only difference was combine structural values, and I toggled it off.
Starlight Familiar adjust SOp is the actor that's positioning the turret model relative to the unit that owns the turret. I'm almost completely certain the problem isn't there, since I've removed that actor to test if it would change. The only difference it made was that the turret is placed at the origin, instead of displaced. The turret's direction is still wrong.
The Astral Pulse attack tree is really just two effects, a launch effect and a damage effect. Damage is just a standard ranged damage effect, and the launch effect is default settings with an impact effect (the damage effect), mover (punisher grenades), and ammo unit (projectile-type unit).
Site Actor events are just "ActorCreation.(Model of Turret), Create" and "ActorDestruction.(Model of Turret), Destroy".
Attaching pictures of the problem, the units weapon field, and the action actor events. It's kind of hard to get a good picture of the problem so I took two shots and cropped them so that it's more easily visible. I marked the direction the Phoenix is facing with a light blue line, and the direction of the attack in red. Both pictures depict the phoenix shooting at the bunker.
I advise making a marker actor. Just use the Sphere model and set the scale to 5 along the y axis and the other scale values to 0.1. Get it to be hosted on your model with the turret and attach it to the turretZ attachment point. This will allow you to see the actual direction the turret faces when shooting. Event wise just give it a simple create on unit birth.
ATTACHMENTS
Screenshot2011-10-09_00_27_51.jpg
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I want to create a unit that has a "follower" who attacks nearby enemies automatically, like a phoenix does. I created a turret following this guide:
http://www.sc2mapster.com/forums/resources/tutorials/9000-data-working-with-turrets-beginner-difficulty/
However, instead of applying a beam, I decided to use a missile instead. Most of it's working but there's a few small problems I was hoping I could get some help with.
1) The turret model (phoenix) does not face the direction it attacks. How would I go about making it do so?
2) The attack animation for the unit is being played whenever the unit attacks via the turret. I tried to remove the attack animation event in the unit actor:
WeaponStart.*.AttackStart AnimBracketStart Attack Attack
This successfully disables the animation, but for some reason it also disables the impact sound effect. The impact sound effect is being played by an Action Actor (based on GenericAttack). Am I going about the wrong way trying to remove the animation? Or should I be making the change to the action actor?
3) I think I'm having a problem with the Action GenericAttack actor for my missile. Every time my unit attacks, I'm getting an error message along the lines of "only one CActor Action can be created for the effect." I had similar problems with my past Action GenericAttack actors - my first two both had problems in the Event: Events field. I resolved my previous problems by changing the three effect.(effectname).start events to seemingly random effects related to my missile until it worked. This time, since I really only have two effects (launch missile and damage) I didn't know what to do with the three effect events, so I deleted two of them. It didn't solve my problem, and I don't know how to put them back. How should the events be set up on a simple attack missile? I'm awfully confused by this particular type of actor; I've had problems every time I've used them.
can you post the map?
There's a ton of other stuff on the mod so I'd rather not. Is there some detail you need?
...
!@#$
!@#$%!@^$#&^@#%@#!@$!@!@$
I'm really beginning to hate actors now. I created a new action actor and deleted the one I was using. This time, I modeled the events after the actors for Stalker Attack, Marauder Attack, and other normal units with a missile. No error messages, so problem 3 is solved... or so I thought. However, the missiles are right back to shooting out of the unit instead of the turret.
Art: Missile is set to the missile's actor. Attachment: Launch Attachment Query is set to AMFilterWeapon00:Center. I've also tried setting it to just "Weapon." Neither method worked. Combat: Launch Assets only has sound set, to the launch sound effect, as I don't have animation/art effects planned at the moment. Event: Events has the standard three green events, the first set to "damage.start" and the last set to "launch.start" Target: Impact Map is set to include both the impact model and impact audio. Target: Launch Site is set to the Site Actor
The Site Actor has Hosting: Host set to the turret model actor, create on unit birth, destroy on unit death, hosting site operations SOpAttachWeapon
I've compared it field by field to the example map in the beginner turrets tutorial and I just can't figure it out. Everything is identical except for the fields relevant to beams, because I'm using a missile. I just don't get why mine isn't working anymore. :(
Make sure the right launch site/attachment is used. In worst case enable the force launch site flag on the Action actor. Does the unit even use the turret for it's weapon? Does the model you are using as a turret have a TurretZ attachment point?
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
The Action Actor (based on GenericAttack) has Target: Launch Site set as the Site Actor (based on CActorSite) . Art Missile: is set to the Missile Actor (based on GenericAttackMissile). The Site Actor has the Hosting: Host field set to the model actor for the turret, and the Hosting: Host Site Operations set to SOpAttachWeapon, as well as the appropriate events (copied exactly from the Uberlisk tutorial).
Uhh... I don't quite know much about attachment points. I'm using the standard Phoenix model, does it have a TurretZ attachment point? I do have the Turret Actor (based on CActorTurret) set with Attachment: Yaw Query (TurretZ).
With the flag checked, it seems to be working almost perfectly. The unit no longer performs an attack animation (I changed the event again) but the attack launch and impact sounds still play properly. The projectile is launched from the correct point. The Phoenix turret turns when it is attacking, but for some reason it faces 90 degrees to the right of the direction it attacks (the projectile emerges from its left wing). I'm guessing this is just an angle I set incorrectly somewhere?
Thanks so much for helping me fix it. I'm kind of confused though... what does this flag do? Why do none of the tutorials mention it?
The Art - Missile field must be set to the Missile actor used by the ammo unit of the Launch Missile effect that creates this effect.
You can look at what attachments a model has in the model previewer. You are lucky because the Pheonix model has a TurretZ attachment point.
The flag overrides the attach query methods used for launch and makes it default directly to the Site type actor used as a launch site. This can be used to create launch sites on other attached models.
If the turret is not turning correctly then try going to the turrets data type and changing the setting of the turret type your unit is using.
In the worst case it might be a propery of the model you are using and will have to be corrected like in the attached map.
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
None of the settings on the turret data type pertain to direction while attacking. I tried adjusting Yaw Start but it didn't change the attack position either.
I downloaded the map you attached, but I'm not sure where in the map it corrected the problem. The Photon Cannon turret being used is untouched and it doesn't seem like it's added any events onto the relevant actors.
Well you were vague on your problem. The attached map is purely a workaround if you just cant get a model to be used as a turret like desired.
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
When the unit attacks, the turret (Phoenix model) turns so that its left wing is pointed straight at the target. I've tested it numerous times, it always turns so that the left wing points at the model. It should be facing it directly, but instead it's facing 90 degrees to the right of where it should face.
Everything else is working at the moment.
So you tried doing like in the map I posted? Or changed the attach method of the launch site?
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've gone through the map you posted and I couldn't see any relevant differences. What do you mean by changing the attach method? "Attachment: Launch Attachment Query?" I've changed it to weapon as well as AMFilterWeaponCenter00, the only two I've seen used before.
Difference is I use a different model for it's turret and attach my visual model onto it. If you were to change your pheonix model to that of a siege mode siege tank does the direction of firing problem still persist.
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
Oh good question. I'll try that.
Yep, the problem persists. The Siege Tank's cannon points precisely 90 degrees right of where it should be pointing.
Then it is time I recommend uploading your map or a map where the problem is recreated so others can see what you have done in detail.
If the cause can be found, it might even be of use to other map makers who want turrets at odd angles.
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
There's stuff in the mod I'm working with at the permission of others so I can't upload the map in entirety. Is there any way I can copy-paste the relevant pieces into a new mod?
@Soma2035: Go
Alright I took some screenshots of the relevant pieces cause I couldn't find an easy way to port the relevant stuff to another map. I've attached screenshots of the Turret Actor, the Site Actor, the Attack Actor, and the Model (Model Addition) Actor.
There's also the Site Operation (Local Offset) Actor, but I tested removing it entirely to no avail - the turret was simply attached to the origin of the host model, and still faced 90 degrees to the right while attacking. I'm fairly certain it has nothing to do with that.
The actual turret (data-type) is just set to Spin, 360 degrees yaw arc, 45 idle rate, 180 yaw rate, and 0 yaw start. I thought it may be yaw start and adjusted it, but like the name implies, it's only the start position and doesn't influence the attack direction.
Like I said I don't really want to post the map in full, but if there's any other particular data you want to see I can get more screenshots. Thanks for your time in looking into this btw.
For such pics to be informative, they need to follow these guidelines:
http://www.sc2mapster.com/forums/general/wiki-discussion/20995-info-data-editor-fieldnames/#p1
Hmm what is that starlight familiar adjust SOp?
A pic showing the problem and one of the weapon fields from the Units data type would also help.
How is this astral pulse effect tree set up?
You might also want to add a turret disabled>destroy event for your turret actor.
What are the events of the Site actor?
Events of the Action actor might be informative.
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
Thanks for pointing me to that. I think the only difference was combine structural values, and I toggled it off.
Starlight Familiar adjust SOp is the actor that's positioning the turret model relative to the unit that owns the turret. I'm almost completely certain the problem isn't there, since I've removed that actor to test if it would change. The only difference it made was that the turret is placed at the origin, instead of displaced. The turret's direction is still wrong.
The Astral Pulse attack tree is really just two effects, a launch effect and a damage effect. Damage is just a standard ranged damage effect, and the launch effect is default settings with an impact effect (the damage effect), mover (punisher grenades), and ammo unit (projectile-type unit).
Site Actor events are just "ActorCreation.(Model of Turret), Create" and "ActorDestruction.(Model of Turret), Destroy".
Attaching pictures of the problem, the units weapon field, and the action actor events. It's kind of hard to get a good picture of the problem so I took two shots and cropped them so that it's more easily visible. I marked the direction the Phoenix is facing with a light blue line, and the direction of the attack in red. Both pictures depict the phoenix shooting at the bunker.
I advise making a marker actor. Just use the Sphere model and set the scale to 5 along the y axis and the other scale values to 0.1. Get it to be hosted on your model with the turret and attach it to the turretZ attachment point. This will allow you to see the actual direction the turret faces when shooting. Event wise just give it a simple create on unit birth.
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