I created a new ability for Marauder that shoots a projectile. What dictates where the projectile launches from, i want it from the end of his barrels obviously.
I chose my words poorly. What I mean is, the Art - Missile entry of the attack actor needs to be defined to the actor off your missile unit. If you don't, the missile will not launch from the weapon of the unit.
edit: oops, should read all posts before responding. Looks like Eiviyn already mentioned this as well....
I give up, this is so fucking stupid. Why the hell is this editor so convoluted.
When you left click while the maurader is selected, it fires with attackemt point correct,
but for some damn reason there is a CActorAction error i cannot get rid of.
1. Your attack actor events were missing some values, specifically, your nigAttackActor events: effect.NigGrenadeDamage (the top event) and effect.NigMissile (the bottom event). They should both read "effect.NigGrenadeDamage.START" and "effect.NigMissile.START".
2. Your Marauder - Punisher Grenades (Set) effect was not referencing the correct damage effect in the set list.
I have made these changes and uploaded the map. The launch errors stopped after making these corrections.
That is cause you copied the action actor. You will fnd the one actor event is duped so it is firing twice. Just open the Events+ field and you will find two events that are the same link to the CEffectLaunchMissle. This also results in the missile not launching from the launch site.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
im not sure if excessive marijuana use is a contributor to my frustration and error
Yes. I did duplicate and rename my action actor. But i still do not see any identical entries.
The closest 2 entries are the effect.splashdamage.start but they still are not exatcly identical so i guess i overlooked them.
I view my events in Table view, not events+ view so im not sure where you find the link at.
my attachments link does work though, just there error is the problem.
so what is the difference between effect.* to effect.*.start?
An effect has several stages, .start, .stop, .initial, etc, (there are a lot of them, depending on the type of effect). if you have effect.YOUREFFECT > create, then it creates something at every single stage of the effect. That is what was causing your duplication errors. Your attack actor was being called like 12 times every time the marauder attacked.
No, what I mean is effect.YOUREFFECT is the parent of effect.YOUREFFECT.Start. The .Start is a specific step that YOUREFFECT takes when it is called. When an effect is called, it can take many, many different steps before it completes. The .Start is just the first. If you don't include .Start in the effect.YOUREFFECT event, then what happens is your attack actor is called when YOUREFFECT starts, when YOUREFFECT initializes, when YOUREFFECT stops, etc.
What I'm describing here is kind of a complicated subject if you're not familiar with programming, but basically if you don't tell the event effect.YOUREFFECT what step to use, it will use ALL of them.
I created a new ability for Marauder that shoots a projectile. What dictates where the projectile launches from, i want it from the end of his barrels obviously.
Attack actor. Specifically launch attachment point.
Make sure the correct missile is set in the attack actor and LM effect.
I created a new Actor type CActionActor and set the token for the effectLaunch to the name of my MissleLaunchEffect
Whenever the maurader fires i get this message.
Can Only Create one CActorAction per effect.
I checked my missle effect of type CEffectLaunchMissle and there is only one Actor linked to it, my CActionActor.
any ideas?
@BudSMoken: Go
Also, make sure your ammo unit is defined in the attack actor as well as the launch missile effect.
@Snappybean: Go
i have chosen the ammo unit in the effect, other wise it wouldnt shoot anything at all
My CActionActor does not have a unit tab to 'define' any ammo units.
@BudSMoken: Go
I chose my words poorly. What I mean is, the Art - Missile entry of the attack actor needs to be defined to the actor off your missile unit. If you don't, the missile will not launch from the weapon of the unit.
edit: oops, should read all posts before responding. Looks like Eiviyn already mentioned this as well....
I give up, this is so fucking stupid. Why the hell is this editor so convoluted.
When you left click while the maurader is selected, it fires with attackemt point correct, but for some damn reason there is a CActorAction error i cannot get rid of.
@BudSMoken: Go
Solved your problem. You had 2 issues:
I have made these changes and uploaded the map. The launch errors stopped after making these corrections.
Hope this helps!
That is cause you copied the action actor. You will fnd the one actor event is duped so it is firing twice. Just open the Events+ field and you will find two events that are the same link to the CEffectLaunchMissle. This also results in the missile not launching from the launch site.
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
thank you both
im not sure if excessive marijuana use is a contributor to my frustration and error
Yes. I did duplicate and rename my action actor. But i still do not see any identical entries. The closest 2 entries are the effect.splashdamage.start but they still are not exatcly identical so i guess i overlooked them. I view my events in Table view, not events+ view so im not sure where you find the link at.
my attachments link does work though, just there error is the problem.
so what is the difference between effect.* to effect.*.start?
effect.* means when any effect does anything while effect.*.start means when any effect starts only.
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
@BudSMoken: Go
An effect has several stages, .start, .stop, .initial, etc, (there are a lot of them, depending on the type of effect). if you have effect.YOUREFFECT > create, then it creates something at every single stage of the effect. That is what was causing your duplication errors. Your attack actor was being called like 12 times every time the marauder attacked.
@Snappybean: Go
when you say if you have effect.YOUREFFECT > create
do you mean if my effect.myeffect is actually farther down the in the list than the effect.myeffect.start?
The > is refering to the next part of that event chain. In this case the create action.
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
@BudSMoken: Go
No, what I mean is effect.YOUREFFECT is the parent of effect.YOUREFFECT.Start. The .Start is a specific step that YOUREFFECT takes when it is called. When an effect is called, it can take many, many different steps before it completes. The .Start is just the first. If you don't include .Start in the effect.YOUREFFECT event, then what happens is your attack actor is called when YOUREFFECT starts, when YOUREFFECT initializes, when YOUREFFECT stops, etc.
What I'm describing here is kind of a complicated subject if you're not familiar with programming, but basically if you don't tell the event effect.YOUREFFECT what step to use, it will use ALL of them.
If I misunderstood your questions, let me know.