I've just tried to implement a launch missile effect to the marine unit, but the attack animation is triggered at the exact same moment that the launch missile effect is called.
The marine unit has the following event to call the animation:
The Weapon calls "Create Persistent", which then calls "Launch Missile" every 1.5 seconds. And of course once the missile impacts, the "Damage" effect is called.
Here's a short video demonstrating what the issue is. You'll notice the missile shoots out of the gun before the marine is pointing it at the target causing some 'quite' undesirable effects. The second missile in the video can't be seen as it was lost due to the frame rate :P
Easiest way to fix it is by adding a value into the Initial Delay field in your persistent. Set it to a certain number. Then, in your Actor Events for the Marine, set his Attack Animation to start at the start of either a) the Weapon Firing, or b) the Persistent being created.
Alternatively, you can go to your weapon and change the Damage Point field to 0.05.
Marine Actor event fires the animation at #2 persistent initial.
I had to create another persistent for the added delay since the only delay options in the persistent are initial (on creation) and expires (before expiring). I needed a delay on every period.
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Hey all,
I've just tried to implement a launch missile effect to the marine unit, but the attack animation is triggered at the exact same moment that the launch missile effect is called.
The marine unit has the following event to call the animation:
The Weapon calls "Create Persistent", which then calls "Launch Missile" every 1.5 seconds. And of course once the missile impacts, the "Damage" effect is called.
Here's a short video demonstrating what the issue is. You'll notice the missile shoots out of the gun before the marine is pointing it at the target causing some 'quite' undesirable effects. The second missile in the video can't be seen as it was lost due to the frame rate :P
Thank you for any help :)
Easiest way to fix it is by adding a value into the Initial Delay field in your persistent. Set it to a certain number. Then, in your Actor Events for the Marine, set his Attack Animation to start at the start of either a) the Weapon Firing, or b) the Persistent being created.
Alternatively, you can go to your weapon and change the Damage Point field to 0.05.
Hope this helps.
@wingednosering: Go
Thanks, that worked :)
Weapon -> Create Persistent #1 (Until Destroyed / Auto Shot) -> Create Persistent #2 (1 Period Count + Initial Delay) -> Launch Missile
Marine Actor event fires the animation at #2 persistent initial.
I had to create another persistent for the added delay since the only delay options in the persistent are initial (on creation) and expires (before expiring). I needed a delay on every period.