I am trying to set up an attack that launches a missile from far above the caster in the sky. There are x and y coordinate offsets, but not a z coordinate offset. Anyone know who to do this? I am doing it in the data editor.
In the Actors tab, go to your attack actor. In the field "Target - Launch Site Ops+" you can add Site Operations to create the offset (I use SOpAttachOrigin for the attachment point, and then a "Site Operation - Local Offset" actor to create the offset).
Now, I have all of that working. The primary missile fires, gets destroyed, the presistent takes over, fires its missiles, and they hit the target and explode dealing damage. Now, I still cant figure out how to get the site operation and site offset to work. I went into my secondary attack actor and tried to do what you said. I put SOpAttachOrigin and a local offset actor I made into the Launch Site Operations box. But it didn't affect it at all. Everything just works as it did.
So the secondary missiles need to launch from far above the location at which the first missiles impacted and the persistent was created. So what exactly do I need to put in the launc site operations and what should the actual launch site be? There is a lso a launch site fallback, and I'm not sure what that is.
An alternative way I found works (well at least visually) is to change the UI - Height under units. That sets how high the model is at the start and it then lowers as it heads towards the target.
As for your second question do you want a laser or a missile barrage?
I am using a laser barrage, but It seems to work because I am using the battlecruiser laser, which is really just a missile. So it is a laser, but uses a standard missile object and works fine. I will try the UI - Height, but I'm not sure if that will angle the laser (missile) correctly.
Hmmm...that is basically what I did. I wonder if it is because the actors are a little weird. I used Zeratul's Throw Void Spheres ability as a template. However, the secondary attack actor has the correct launch effect in it. I will have to play around with it.
And by "Effect Z Values were added in patch 1.2", what exactly do you mean? What exactly was added?
I am trying to set up an attack that launches a missile from far above the caster in the sky. There are x and y coordinate offsets, but not a z coordinate offset. Anyone know who to do this? I am doing it in the data editor.
bump...anyone?
@SaintTrigger: Go
In the Actors tab, go to your attack actor. In the field "Target - Launch Site Ops+" you can add Site Operations to create the offset (I use SOpAttachOrigin for the attachment point, and then a "Site Operation - Local Offset" actor to create the offset).
Ok, so first a little mroe information. I am creating an ability that will shoot lasers from the sky. This is what I do:
Launch primary missile - Destroy it right after launch.
Create a persistent effect at the impact location.
Wait a few seconds, and then launch a secondary missile with the persistent effect from the first impact location.
Secondary missile hits target, explodes, wreaks havoc.
Now, I have all of that working. The primary missile fires, gets destroyed, the presistent takes over, fires its missiles, and they hit the target and explode dealing damage. Now, I still cant figure out how to get the site operation and site offset to work. I went into my secondary attack actor and tried to do what you said. I put SOpAttachOrigin and a local offset actor I made into the Launch Site Operations box. But it didn't affect it at all. Everything just works as it did.
So the secondary missiles need to launch from far above the location at which the first missiles impacted and the persistent was created. So what exactly do I need to put in the launc site operations and what should the actual launch site be? There is a lso a launch site fallback, and I'm not sure what that is.
An alternative way I found works (well at least visually) is to change the UI - Height under units. That sets how high the model is at the start and it then lowers as it heads towards the target.
As for your second question do you want a laser or a missile barrage?
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 am using a laser barrage, but It seems to work because I am using the battlecruiser laser, which is really just a missile. So it is a laser, but uses a standard missile object and works fine. I will try the UI - Height, but I'm not sure if that will angle the laser (missile) correctly.
@ DrSuperEvil
Worked perfectly...and such a simple fix. Thanks!
However, I would still like to know how to make it work using attachment points and local offsets, that way I can use them in the future.
I think that would require the missile model to have attachment points and most missiles lack any of those.
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
Effect Z values are added in patch 1.2, thank god.
I just used the Local Offset way of changing my missiles offset, to get it to work do the following...
1. Create a new Actor of Type, Site Operations Local Offset
2. On the offsets field, change your Z offset to whatever you want.
3. On your effect go to the Launch Site Ops+, add your custom Local Offset Actor
Your missile should now start at the Z Offset you defined for your actor!
Hmmm...that is basically what I did. I wonder if it is because the actors are a little weird. I used Zeratul's Throw Void Spheres ability as a template. However, the secondary attack actor has the correct launch effect in it. I will have to play around with it.
And by "Effect Z Values were added in patch 1.2", what exactly do you mean? What exactly was added?
@SaintTrigger: Go
Z was added.......
@SaintTrigger: Go
They added a Z Offset to effects.
1.2 Is live on the Private Test Realms, the actual patch will be released in january.
So if you want to wait a couple weeks you wont have to mess with site ops.