So I made a shotgun effect with data following a tutorial.
I made the shotgun shoot, generate additional points with a random offset around a target point. Search those points for units, and apply shotgun damage when found. The associated actor works fine when the effect is executed on a unit, or executed on a point where one of the random offset picks up a unit in the search. When the effect is run on a point with no units, the launch/impact sound and animation don't play. The only that works is the beam.
If you can help me fix this effect up that would be great. I'm using it with the "create effect at point [from unit]" trigger as part of a shooter map. I would really like to get as much done with the data as possible to keep the trigger work clean.
Note:Map is attached, you have to click each shot. Notice that trigger works perfect when targeting a zergling, but no sound/muzzle flash when targeting ground.
Well, I made the shotgun to replace the marines originally weapon following a tutorial. Now I'm trying to use the key effect with a trigger "create effect at point [from unit]" for my FPS project. It works 100% fine when shooting at units, but the sound and launch animation are gone when shooting at nothing. Only the beam seems to work in both cases.
This is not my area of expertise, I usually follow data tutorials pretty closely to get data things to work. If I can get this to work, I can base most of my other guns off of it.
You really don't need the weapon "Marine - Shotgun" on the marine for your purposes. It is completely redundant for your way of using it and it is causing the sound errors. Just delete it from the unit in the Combat - Weapons tab and the sound will be gone.
Go into the Data Editor.
Go into the Actors Tab.
New Actor "ShotgunLaunchSound" or something -> Sound -> SoundOneShot
Set Sound - Sound to your weapon launch sound, for example "Ghost_AttackLaunch"
Go into Events - Events:
Add Event: Effect.ShotgunShells.Start, Create
Add Term: At Caster
Now you will have your launch sound.
Do the same with your impact sound, just remove the term "At Caster".
I really don't know why he even finds the caster, because your way of spawning the effect via triggers is really weird. But apparently you do mark your unit as a caster with that trigger :)
And I think just spawning the sound via triggers would be exactly the same, as Actor Events aren't that much different to triggers. Do whatever you prefer, you don't have to get the sound via the data editor.
Also note, that this way of using the shotgun won't make it a proper shotgun. The way of how it was designed in the first place was that the enemies are always at a maximum range of something like 9 or 10 maybe. So the shotgun actually spreads the shots. If you shoot your shotgun at a very high range as you would in an FPS, your shotgun doesn't lose any of its accuracy, it just hits as well as it does in melee range.
Also to design other weapons you will need better data knowledge. You should really look into the data editor and try to understand what you have to understand for your map, it really helps.
So I made a shotgun effect with data following a tutorial.
I made the shotgun shoot, generate additional points with a random offset around a target point. Search those points for units, and apply shotgun damage when found. The associated actor works fine when the effect is executed on a unit, or executed on a point where one of the random offset picks up a unit in the search. When the effect is run on a point with no units, the launch/impact sound and animation don't play. The only that works is the beam.
If you can help me fix this effect up that would be great. I'm using it with the "create effect at point [from unit]" trigger as part of a shooter map. I would really like to get as much done with the data as possible to keep the trigger work clean.
Note:Map is attached, you have to click each shot. Notice that trigger works perfect when targeting a zergling, but no sound/muzzle flash when targeting ground.
The fact you are using triggers, I presume is no normal weapon?
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
Well, I made the shotgun to replace the marines originally weapon following a tutorial. Now I'm trying to use the key effect with a trigger "create effect at point [from unit]" for my FPS project. It works 100% fine when shooting at units, but the sound and launch animation are gone when shooting at nothing. Only the beam seems to work in both cases.
This is not my area of expertise, I usually follow data tutorials pretty closely to get data things to work. If I can get this to work, I can base most of my other guns off of it.
You really don't need the weapon "Marine - Shotgun" on the marine for your purposes. It is completely redundant for your way of using it and it is causing the sound errors. Just delete it from the unit in the Combat - Weapons tab and the sound will be gone.
Go into the Data Editor.
Go into the Actors Tab.
New Actor "ShotgunLaunchSound" or something -> Sound -> SoundOneShot
Set Sound - Sound to your weapon launch sound, for example "Ghost_AttackLaunch"
Go into Events - Events:
Add Event: Effect.ShotgunShells.Start, Create
Add Term: At Caster
Now you will have your launch sound. Do the same with your impact sound, just remove the term "At Caster".
I really don't know why he even finds the caster, because your way of spawning the effect via triggers is really weird. But apparently you do mark your unit as a caster with that trigger :)
And I think just spawning the sound via triggers would be exactly the same, as Actor Events aren't that much different to triggers. Do whatever you prefer, you don't have to get the sound via the data editor.
Also note, that this way of using the shotgun won't make it a proper shotgun. The way of how it was designed in the first place was that the enemies are always at a maximum range of something like 9 or 10 maybe. So the shotgun actually spreads the shots. If you shoot your shotgun at a very high range as you would in an FPS, your shotgun doesn't lose any of its accuracy, it just hits as well as it does in melee range.
Also to design other weapons you will need better data knowledge. You should really look into the data editor and try to understand what you have to understand for your map, it really helps.
Try asking SoulCarveRR, that is the sort of thing he would be able to give you a good answer for.
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