First of all topic name says Bullet Shell, i meant that, i mean Bullet ;)
Ok, i don't really like they way marines and ghosts shoot, they do instant damage and i want them to actual shoot bullets so player can see tracers lines, so i think ill add 2 more effects be4 damage, create persistent and launch missile, but what model i could use to make these shells look good? i tried Nova - Snipe beam, but this model doesn't look work correctly, maybe anyone done anything like this be4 and found a good model or way to do it?
HydraliskMissile with a little bit of Y-axis rescaling and a yellow tint would be the most suitable model for a bullet.
As for a tracer effect, you could perhaps use a modified version of the High Templar Shadow actor but with a differently tinted model like WraithLaser instead, and have the timer changed to fade out opacity at 0.2 seconds or less.
as noobkilla said, yellow tint with HDR multiplier > 1 for the shell, for the trail use warhound weapon approach. Attach the ghost snipe beam to the bullet.
For other options there's also the Phoenix missile which you can probably tint/reskin into a fixed-length traceline, and ofc you can scale down any of the Terran missile models for some semblance of a bullet. There's also the Archangel gatling weapon from the HotS campaign, which functions as a beam/launch model but looks like a salvo of bullets.
Keep in mind though, the ingame Marine weapon is the Gauss Rifle, which officially launches 9mm "spikes". These should not really be visible as bullets ingame, both in terms of resolution and projectile velocity.
Open the Ghost model in the Cutscene viewer, press A to view the attachment points (transparent green arrows), then Shift+D to show the model data. In the data list find the attachment points (one of the top-level folders) and identify the name of the one you consider most appropriate.
If you already know of a working setup, such as the Snipe ability in this case, just copy from that.
Not working by some reason :/ what I'm doing wrong?
and also, by some reason sometimes when i shot walking target my missiles missing showing explosive animation, different from my impact animation, i think i don't know something
Probably an issue with your general beam setup, is the beam even linked to an Action actor? Also in some cases "Weapon00" isn't the same as "Weapon".
Also shoot at flying units a few times to check if the beam impact point is having the same issue, the fallback for invalid attachment scopes always is the ground beneath the unit (and if the unit scope is invalid, the bottom-left corner of the map...)
Probably an issue with your general beam setup, is the beam even linked to an Action actor? Also in some cases "Weapon00" isn't the same as "Weapon".
Also shoot at flying units a few times to check if the beam impact point is having the same issue, the fallback for invalid attachment scopes always is the ground beneath the unit (and if the unit scope is invalid, the bottom-left corner of the map...)
i used weapon00 becuz Ghost - Snipe uses this one
and when i hit air units missiles hits not just unit but ground or air near target sometimes, and i need my bullets to hit only target's body
The missile itself should always hit part of the visible 3D mesh even on air units. It might pick out the tips of wings though, or ofc hit a Protoss shield. What I was concerned about is the beam ending at the ground beneath the missile, separate from the actual bullet, as that would indicate a similar problem with the beam impact location/attachment.
Always shoot left or right on the map when testing altitude issues, and up or down when testing angle distributions, to avoid confusion due to the 3D perspective.
The core problem still is a hosting/scope/attachment issue of your beam setup though. Are you using an Action actor to create the beam (Archon/Sentry weapon), a Launch+Impact Model setup (Medivac heal beam) or a self-sufficient beam actor?
Oh, it's only a missile weapon? There's plenty of old threads on the "missile launching from units' feet" problem, maybe check the effects you use too: the "...Location+" fields should refer to Unit type scopes. And mess with the AttachMethods some more, also use the "Show Field Differences" button to compare with existing missile launchers (Stalker or Hydralisk, most Terran units have unique AttachMethods that won't work as-is)
Oh, it's only a missile weapon? There's plenty of old threads on the "missile launching from units' feet" problem, maybe check the effects you use too: the "...Location+" fields should refer to Unit type scopes. And mess with the AttachMethods some more, also use the "Show Field Differences" button to compare with existing missile launchers (Stalker or Hydralisk, most Terran units have unique AttachMethods that won't work as-is)
I couldn't find solution in old threads by some reason my launch attachment query that i set works but not in the way i need, it attaches my asset's model but not the missile.
Could you please check and reply to all the various points individually? Effect scopes, AttachMethods compared to existing setups, anything else you might have edited on the effects/actors...
"It doesn't work" doesn't give us much of a handle for helping you without in-depth information on what does and doesn't work, what you've tried already, or a demo map so we can look at it ourselves.
Could you please check and reply to all the various points individually? Effect scopes, AttachMethods compared to existing setups, anything else you might have edited on the effects/actors...
"It doesn't work" doesn't give us much of a handle for helping you without in-depth information on what does and doesn't work, what you've tried already, or a demo map so we can look at it ourselves.
heres test map, just start it and w8, sniper will show you whats wrong itself =)
Uh, there's a reason I told you to look at existing weapons...
Your "bullet", while defined as a Unit, should have a Missile type actor. This actor needs to be selected in your weapon attack (Action) actor under "Art: Missile" for that actor to synchronise its effects with the missile trajectory. Technically Unit and Missile type actors are the same, but the default (grey text) events and properties are different in a few places, which make missiles work as such.
Uh, there's a reason I told you to look at existing weapons...
Your "bullet", while defined as a Unit, should have a Missile type actor. This actor needs to be selected in your weapon attack (Action) actor under "Art: Missile" for that actor to synchronise its effects with the missile trajectory. Technically Unit and Missile type actors are the same, but the default (grey text) events and properties are different in a few places, which make missiles work as such.
Thanks alot man, problem is solved, i didn't know that missile needs specific actor :/
Technically the Unit and Missile actors are the same basic structure, just with different preset values. You can make missile selectable, give them wireframes and icons, and Abduct launches regular units as missiles. Compare the Unit, Action and SiteOperation actors for truly different types, they share only the most basic actor fields.
When in doubt, always try to think of an existing, Blizzard-made asset that works the way you want. Even if you can't copy it directly, trying to understand how it functions will usually teach you how to get your own version up and running.
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First of all topic name says Bullet Shell, i meant that, i mean Bullet ;)
Ok, i don't really like they way marines and ghosts shoot, they do instant damage and i want them to actual shoot bullets so player can see tracers lines, so i think ill add 2 more effects be4 damage, create persistent and launch missile, but what model i could use to make these shells look good? i tried Nova - Snipe beam, but this model doesn't look work correctly, maybe anyone done anything like this be4 and found a good model or way to do it?
HydraliskMissile with a little bit of Y-axis rescaling and a yellow tint would be the most suitable model for a bullet.
As for a tracer effect, you could perhaps use a modified version of the High Templar Shadow actor but with a differently tinted model like WraithLaser instead, and have the timer changed to fade out opacity at 0.2 seconds or less.
as noobkilla said, yellow tint with HDR multiplier > 1 for the shell, for the trail use warhound weapon approach. Attach the ghost snipe beam to the bullet.
For other options there's also the Phoenix missile which you can probably tint/reskin into a fixed-length traceline, and ofc you can scale down any of the Terran missile models for some semblance of a bullet. There's also the Archangel gatling weapon from the HotS campaign, which functions as a beam/launch model but looks like a salvo of bullets.
Keep in mind though, the ingame Marine weapon is the Gauss Rifle, which officially launches 9mm "spikes". These should not really be visible as bullets ingame, both in terms of resolution and projectile velocity.
TY, I'm gonna use ur tips to get this done. btw Photoloss my marines equipping machine guns =) Not gauss rifles
What Launch Attachment Query i should use for ghost?
Open the Ghost model in the Cutscene viewer, press A to view the attachment points (transparent green arrows), then Shift+D to show the model data. In the data list find the attachment points (one of the top-level folders) and identify the name of the one you consider most appropriate.
If you already know of a working setup, such as the Snipe ability in this case, just copy from that.
Not working by some reason :/ what I'm doing wrong?
and also, by some reason sometimes when i shot walking target my missiles missing showing explosive animation, different from my impact animation, i think i don't know something
Probably an issue with your general beam setup, is the beam even linked to an Action actor? Also in some cases "Weapon00" isn't the same as "Weapon".
Also shoot at flying units a few times to check if the beam impact point is having the same issue, the fallback for invalid attachment scopes always is the ground beneath the unit (and if the unit scope is invalid, the bottom-left corner of the map...)
i used weapon00 becuz Ghost - Snipe uses this one
and when i hit air units missiles hits not just unit but ground or air near target sometimes, and i need my bullets to hit only target's body
The missile itself should always hit part of the visible 3D mesh even on air units. It might pick out the tips of wings though, or ofc hit a Protoss shield. What I was concerned about is the beam ending at the ground beneath the missile, separate from the actual bullet, as that would indicate a similar problem with the beam impact location/attachment.
Always shoot left or right on the map when testing altitude issues, and up or down when testing angle distributions, to avoid confusion due to the 3D perspective.
The core problem still is a hosting/scope/attachment issue of your beam setup though. Are you using an Action actor to create the beam (Archon/Sentry weapon), a Launch+Impact Model setup (Medivac heal beam) or a self-sufficient beam actor?
i launch missile and use action actor linked to lm and impact effects, theres no beams, I'm using model of archangel missile
and still i used direct - weapon to set launch attachment query and missiles comes out of ghosts dick :/
Oh, it's only a missile weapon? There's plenty of old threads on the "missile launching from units' feet" problem, maybe check the effects you use too: the "...Location+" fields should refer to Unit type scopes. And mess with the AttachMethods some more, also use the "Show Field Differences" button to compare with existing missile launchers (Stalker or Hydralisk, most Terran units have unique AttachMethods that won't work as-is)
I couldn't find solution in old threads by some reason my launch attachment query that i set works but not in the way i need, it attaches my asset's model but not the missile.
Could you please check and reply to all the various points individually? Effect scopes, AttachMethods compared to existing setups, anything else you might have edited on the effects/actors...
"It doesn't work" doesn't give us much of a handle for helping you without in-depth information on what does and doesn't work, what you've tried already, or a demo map so we can look at it ourselves.
heres test map, just start it and w8, sniper will show you whats wrong itself =)
Uh, there's a reason I told you to look at existing weapons...
Your "bullet", while defined as a Unit, should have a Missile type actor. This actor needs to be selected in your weapon attack (Action) actor under "Art: Missile" for that actor to synchronise its effects with the missile trajectory. Technically Unit and Missile type actors are the same, but the default (grey text) events and properties are different in a few places, which make missiles work as such.
Thanks alot man, problem is solved, i didn't know that missile needs specific actor :/
Technically the Unit and Missile actors are the same basic structure, just with different preset values. You can make missile selectable, give them wireframes and icons, and Abduct launches regular units as missiles. Compare the Unit, Action and SiteOperation actors for truly different types, they share only the most basic actor fields.
When in doubt, always try to think of an existing, Blizzard-made asset that works the way you want. Even if you can't copy it directly, trying to understand how it functions will usually teach you how to get your own version up and running.