Does anyone know how to make a unit fire a missile from a offset when it doesn't have an attachment point?
The funny thing is that the very same unit stops shooting with the specified offset once you change the "Art - Model" field of the unit's actor to a model without attachment points.
To see what I mean try the following:
Create a new map
Go to the "Hydralisk Attack" actor and set "Target - Launch - Site Ops - Operations" to SOpHigherBy5
Place two hydralisk and test the map: The hydralisk's missiles will spawn as expected above the hydralisks when you order them to attack each other.
Now go the "Hydralisk" Actor and change the field "Art- Model" to "Fungal Growth"
Test again and notice that the missile will spawn at the origin or center of the unit but not the 5 units above!
If no one has an idea I will go for an invisible caster unit (There is invisible model with attachment points) but hopefully there is a better way of doing it.
Nice idea. By clicking the attachment the unit gets selected as usual and no one would notice that the visible model is just an attachment.
In my particular case (not the example above) it still continuous to fire from the objects center. I guess it's because I try to fire the missile when the unit dies since the missile fires correctly from another unit.
I ran into the same issue as you. There are a few tricks, however. One is to create an invisible unit at a specific offset and height, then with the same effect string, do a search for that same invisible unit and launch the projectiles from there.
It's odd that site operations don't work for launch attachments, as you can quite happily attach models to other models using site operations.
I had a site but maybe set it up wrongly. I went for the invisible caster unit now. That way I need a way less data objects and I can move the caster around in X, Y and Z direction.
I used already triggers for choosing where the missiles have to fly. So I now simply create a caster in that trigger. By changing the casters position and height I can determine where the missiles start.
I made you an simple example: In the map missiles get shot from a random height at an ultralisk.
Important data structures are the "Invisible Caster" unit and the "Invisible Caster Actor" actor.
Does anyone know how to make a unit fire a missile from a offset when it doesn't have an attachment point?
The funny thing is that the very same unit stops shooting with the specified offset once you change the "Art - Model" field of the unit's actor to a model without attachment points.
To see what I mean try the following:
If no one has an idea I will go for an invisible caster unit (There is invisible model with attachment points) but hopefully there is a better way of doing it.
You can use any model you want just set the opacity to 0 and have your other model ontop of it as an attachment.
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
Nice idea. By clicking the attachment the unit gets selected as usual and no one would notice that the visible model is just an attachment.
In my particular case (not the example above) it still continuous to fire from the objects center. I guess it's because I try to fire the missile when the unit dies since the missile fires correctly from another unit.
Read a few tutorials about attachments. You need to create a site for the missile to fire from.
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 ran into the same issue as you. There are a few tricks, however. One is to create an invisible unit at a specific offset and height, then with the same effect string, do a search for that same invisible unit and launch the projectiles from there.
It's odd that site operations don't work for launch attachments, as you can quite happily attach models to other models using site operations.
@DrSuperEvil: Go
I had a site but maybe set it up wrongly. I went for the invisible caster unit now. That way I need a way less data objects and I can move the caster around in X, Y and Z direction.
@Eiviyn: Go
I used already triggers for choosing where the missiles have to fly. So I now simply create a caster in that trigger. By changing the casters position and height I can determine where the missiles start.
I don't suppose a example .sc2map could be provided for this?
@AgoutiByte: Go
I made you an simple example: In the map missiles get shot from a random height at an ultralisk. Important data structures are the "Invisible Caster" unit and the "Invisible Caster Actor" actor.