Like the title says i want to alternate launch points, similar to how the marauder works but for the pop up turret from the campaign. It has 4 guns with 4 attachment points. It is going to be a model addition (The turret that is) if that makes it any harder. I aim to have a missile launch out of each turret (4 in total) I believe i use attachment methods or something along those lines but i have no idea how to do this without creating 4 separate attack actors for each point.
Thanks
( Is it as simple as going into attach methods and adding the various weapons attachment points into key+)
you are correct in that you need an attach method for the launch attachment query of your action actor. Put ::RollingIndex as your base so it goes from site 1-4 then back to 1, Driver must be set to your effect. Multiplier allows you to skip certain numbers of attachment points so set it to 1, and have the pattern set to stripe because bounce goes 1.2.3.4.3.2.1 etc.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
you are correct in that you need an attach method for the launch attachment query of your action actor. Put ::RollingIndex as your base so it goes from site 1-4 then back to 1, Driver must be set to your effect. Multiplier allows you to skip certain numbers of attachment points so set it to 1, and have the pattern set to stripe because bounce goes 1.2.3.4.3.2.1 etc.
Can you elaborate a bit more on putting :RollingIndex as your base? I'm lost on that step, as I'm not sure what to do for the attachment method to achieve rollingindex. This also happens to be what I'm looking for - thanks!
With patches they may have changed the naming of some fields as this thread nearly has had it's first birthday. The ::Rolling Index string goes in the :Base field and is used by AMPatternArtanisBeam (Unnamed), AMPatternDRCannonsA (Unnamed), AMPatternDRCannonsG (Unnamed), AMPatternGoliath (Unnamed), AMPatternPurifierBeam, AMPatternSpartanCompany (Unnamed), AMPatternTychus05HeroMothershipBeam (Unnamed), Pattern Marauder, Pattern Missile Turret and Pattern Mothership Beam Attach methods.
Like the title says i want to alternate launch points, similar to how the marauder works but for the pop up turret from the campaign. It has 4 guns with 4 attachment points. It is going to be a model addition (The turret that is) if that makes it any harder. I aim to have a missile launch out of each turret (4 in total) I believe i use attachment methods or something along those lines but i have no idea how to do this without creating 4 separate attack actors for each point.
Thanks
( Is it as simple as going into attach methods and adding the various weapons attachment points into key+)
you are correct in that you need an attach method for the launch attachment query of your action actor. Put ::RollingIndex as your base so it goes from site 1-4 then back to 1, Driver must be set to your effect. Multiplier allows you to skip certain numbers of attachment points so set it to 1, and have the pattern set to stripe because bounce goes 1.2.3.4.3.2.1 etc.
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
Can you elaborate a bit more on putting :RollingIndex as your base? I'm lost on that step, as I'm not sure what to do for the attachment method to achieve rollingindex. This also happens to be what I'm looking for - thanks!
With patches they may have changed the naming of some fields as this thread nearly has had it's first birthday. The ::Rolling Index string goes in the :Base field and is used by
AMPatternArtanisBeam (Unnamed),
AMPatternDRCannonsA (Unnamed),
AMPatternDRCannonsG (Unnamed),
AMPatternGoliath (Unnamed),
AMPatternPurifierBeam,
AMPatternSpartanCompany (Unnamed),
AMPatternTychus05HeroMothershipBeam (Unnamed),
Pattern Marauder,
Pattern Missile Turret
and Pattern Mothership Beam
Attach methods.
So how you missed it is beyond me.
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