Got some developments. I'm remaking my mod completely and decided to give this a shot again. At least the unit is actually putting out the projectiles now, but they don't seem to go anywhere. I assume it's a problem with the Mover? Does the Seeker Missile Mover needs speed and acceleration?
Yes. Check either the Launch Missile effect or the Ammo unit used by the effect for the right mover. With your problem of sending them out in a specific order, you could simulate a magazine using buffs.
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I found something odd; while Carriers are linked to two effects, Selendis only has one. I didn't check what type, but I loaded the last mission from the Prophecy plot and it didn't contain any mission-specific changes.
I'll try adding speed and acceleration to my unit then.
The difference in period is because Selendis has the Graviton Catapult upgrade developed by default; she launches Interceptors more quickly. No idea what's with the create persistent effect.
Okay, so I went to look in your map and turns out your ammo unit was using a Ground mover, mine's been using a Seeker Missile mover the whole time. So I went to my map, set the Mover to Ground (it's gonna collide with ground units) and it worked! My god, am I happy =P after 2 months of attempts.
Got a few problems left:
* If you didn't notice, there's an error occurring still, but I think that one's related to Actors. The Colossus actor does not clone properly and I have no idea why. Its legs are still not moving and its attack animations were playing weirdly. I added this: WeaponStart.Selendis --> AnimPlay Attack Stand,Channel,Start and this: AnimDone --> AnimClear Attack. I assume one of them is responsible for this issue?
(NOTES: Selendis is just the ID for the host unit's weapon, I'm using Selendis's Hero Interceptor Launch to do this; Attack is just an Identifier)
* The ammo units are sometimes refusing to come back to the host.
* Due to colliding with other objects, the scarabs (ammo) are, like regular units, pushing away other units to make their way to the targeted location. How to make them attempt to find a way AROUND other units and prevent scarabs from PUSHING other units?
By scaler you mean Colossus, right? Because I went to check and that was the mover being used.
As for the ammo units, are you sure that won't make the units just bypass others? Because I still want the others' collision to count. I'll go test it at all now.
If you look under movers the colossus mover uses the scaler pathing mode.
You could just reduce their Movement - Push Priority if you dont want the movng through stuff. I thought the original scarabs did move through other units.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Got some developments. I'm remaking my mod completely and decided to give this a shot again. At least the unit is actually putting out the projectiles now, but they don't seem to go anywhere. I assume it's a problem with the Mover? Does the Seeker Missile Mover needs speed and acceleration?
Yes. Check either the Launch Missile effect or the Ammo unit used by the effect for the right mover. With your problem of sending them out in a specific order, you could simulate a magazine using buffs.
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 found something odd; while Carriers are linked to two effects, Selendis only has one. I didn't check what type, but I loaded the last mission from the Prophecy plot and it didn't contain any mission-specific changes. I'll try adding speed and acceleration to my unit then.
Next to a different period and one having a create persistent effect between them, it is the same. Not sure of the purpose.
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 difference in period is because Selendis has the Graviton Catapult upgrade developed by default; she launches Interceptors more quickly. No idea what's with the create persistent effect.
Okay, so I went to look in your map and turns out your ammo unit was using a Ground mover, mine's been using a Seeker Missile mover the whole time. So I went to my map, set the Mover to Ground (it's gonna collide with ground units) and it worked! My god, am I happy =P after 2 months of attempts.
Got a few problems left:
* If you didn't notice, there's an error occurring still, but I think that one's related to Actors. The Colossus actor does not clone properly and I have no idea why. Its legs are still not moving and its attack animations were playing weirdly. I added this: WeaponStart.Selendis --> AnimPlay Attack Stand,Channel,Start and this: AnimDone --> AnimClear Attack. I assume one of them is responsible for this issue?
(NOTES: Selendis is just the ID for the host unit's weapon, I'm using Selendis's Hero Interceptor Launch to do this; Attack is just an Identifier)
* The ammo units are sometimes refusing to come back to the host.
* Due to colliding with other objects, the scarabs (ammo) are, like regular units, pushing away other units to make their way to the targeted location. How to make them attempt to find a way AROUND other units and prevent scarabs from PUSHING other units?
Thank you in advance!
Just reduce the colision of the scarabs to nothing or remove their collision plane. Also I used a Scaler mover not a Ground mover.
The ammo units should automatically return once they no longer have a target to attack or the host unit moves out of the leash range.
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
By scaler you mean Colossus, right? Because I went to check and that was the mover being used.
As for the ammo units, are you sure that won't make the units just bypass others? Because I still want the others' collision to count. I'll go test it at all now.
If you look under movers the colossus mover uses the scaler pathing mode.
You could just reduce their Movement - Push Priority if you dont want the movng through stuff. I thought the original scarabs did move through other units.
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