I've added the banshee backlash weapon to a marauder, but when he attacks he does not move his arms the way he would with the marauder's regular weapon. I've looked through the actors for marauder unit, marauder attack, banshee attack and can't find what I need to change to make that happen. If anyone could help that would be great.
1. In the new unit's actor > events you'll need to change the event's that say effect.puishergrenadesLM.start to your new backlash rocket launch. These events will give the unit the Left/Right hand firing animation.
2. Secondly, check out your duplicated marauderattack actor make sure the events are pointing towards ur new missile and the attachment - launch attachment query - methods is properly setup. This field determines where your missile will fire from. For a detail look on how to create missiles and the launch query, go to:
Marauder attack events are set up pretty weird in order to get that cool alternating between hands effect. As oldschool mentioned you need to change the "effect.punishergrenadesLM.start" to refer to your own launch missile effect, and you're also going to need to duplicate the Pattern Marauder attachment method and change the driver to your weapon, that's what gets the missiles to come out of the alternating sides.
Made a kill team Marauder from scratch and cant get this working. I had already made the actor events for the unit are the same and I just created the attachment method you spoke of. I linked the attachment method under the attack actor > Launch Assets (or a name similar). This still does not work, any idea? Also the missle comes from the center which is it's fallback. What am I missing?
EDIT:
Actor->Attack Actor->Art - Missile: to the Actor of your projectile
AND
Effect->Launch Missile->Unit - Ammo Unit: to the Unit of your projectile
The respective Actor/Unit links should be to the 'Unit Actor' and its 'Unit' (of type Projectile)
It dosn't make sense that you need an actor handle given you already have a unit handle (in the effect), you would think it could just use the Unit's scope and send a message to the _Unit alias to get the right actor, but hay...
It's proberbly necessary when using placeholder units or some other strange case... makes life harder but adds more functionality/adaptibility to the editor in the long run.
Hope this helps...
My unit shoots, but its from the center even if i set the fallback to something else. He animates when he shoots but it is random not left, right, left, right.
Launch assets to the actor of your projectile? Launch assets creates a model when the projectile fires doesn't it? Something like the light coming from the shot. (Marauder Launch Actor) Are you talking about setting the launch effect in the attack actor? Not sure if that is what you meant by link.
Your right, The 'Launch Asset' field is for launch sounds,models (muzzle flash)
When I had this problem I had the 'Effect->Launch Missile->Unit - Ammo Unit' set incorrectly but the 'Actor->Attack Actor->Art - Missile' correct. All shots got fired out of the model origon (x,y,z = 0) no matter the Site operators or fallbacks. I think it works the other way around as well though. Basically once those two are set up your able to START adjusting where it launches from.
The missile shoots from the right place now. I had to change the ->Attack Actor->Art - Missile' to the custom projectile I made like you said. I think I tried avoiding it because it gave me trouble when creating a custom firebat. But I just dont understand how the attachment method does anything. That give you the left right shots. I basically duplicated the attachment method and linked it through the attack actor. Doesnt work... and I'm stuck with a marauder shooting out of one side.
If ya send me your map ill have a look and see if I can spot anything strange... Will look into it a bit tomorrow.
Anyhow, its a repica of the Marauder but has a new missile unit/actor, so uses the standard Marauder site/ops and whatnot right?
Trying to duplicate merc marauder with a custom weapon. The unit actor alter between right and left attack animation and the missile are launched BUT they all come the same arm, the right one.
The weapon is allot like marauders weapon except that it got a arc mover and a explosion at the end.
Everything you need is in the editor.
Check marauders attack actors, they are quite numerous I believe.
Be sure to check everything is replaced in the actor model event, in the attack actors, and everything related to it.
As for the old attack animation, you need to use the "play sequence" action in the events. It was removed from marauders sadly, and only works with killteam marauders.
No idea, didn't work with towers that much. You could try the "lock while firing" flag (or legacy option?) for the weapon, or something, or apply a behavior, which supresses turning when firing.
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I've added the banshee backlash weapon to a marauder, but when he attacks he does not move his arms the way he would with the marauder's regular weapon. I've looked through the actors for marauder unit, marauder attack, banshee attack and can't find what I need to change to make that happen. If anyone could help that would be great.
@viridiansky: Go
You probably need to look at 2 things:
1. In the new unit's actor > events you'll need to change the event's that say effect.puishergrenadesLM.start to your new backlash rocket launch. These events will give the unit the Left/Right hand firing animation.
2. Secondly, check out your duplicated marauderattack actor make sure the events are pointing towards ur new missile and the attachment - launch attachment query - methods is properly setup. This field determines where your missile will fire from. For a detail look on how to create missiles and the launch query, go to:
http://rileystarcraft.blogspot.com/2010/06/tutorial-create-missile-weapon.html
Hope this helps.
Marauder attack events are set up pretty weird in order to get that cool alternating between hands effect. As oldschool mentioned you need to change the "effect.punishergrenadesLM.start" to refer to your own launch missile effect, and you're also going to need to duplicate the Pattern Marauder attachment method and change the driver to your weapon, that's what gets the missiles to come out of the alternating sides.
Made a kill team Marauder from scratch and cant get this working. I had already made the actor events for the unit are the same and I just created the attachment method you spoke of. I linked the attachment method under the attack actor > Launch Assets (or a name similar). This still does not work, any idea? Also the missle comes from the center which is it's fallback. What am I missing?
@JJ436: Go
Hit this problem yesterday
It could be that you need to link the
EDIT: Actor->Attack Actor->Art - Missile: to the Actor of your projectile
AND
Effect->Launch Missile->Unit - Ammo Unit: to the Unit of your projectile
The respective Actor/Unit links should be to the 'Unit Actor' and its 'Unit' (of type Projectile)
It dosn't make sense that you need an actor handle given you already have a unit handle (in the effect), you would think it could just use the Unit's scope and send a message to the _Unit alias to get the right actor, but hay...
It's proberbly necessary when using placeholder units or some other strange case... makes life harder but adds more functionality/adaptibility to the editor in the long run. Hope this helps...
@UmbraLamina: Go
My unit shoots, but its from the center even if i set the fallback to something else. He animates when he shoots but it is random not left, right, left, right.
Launch assets to the actor of your projectile? Launch assets creates a model when the projectile fires doesn't it? Something like the light coming from the shot. (Marauder Launch Actor) Are you talking about setting the launch effect in the attack actor? Not sure if that is what you meant by link.
@JJ436: Go
My bad, I ment to say
Actor->Attack Actor->Art - Missile:
Your right, The 'Launch Asset' field is for launch sounds,models (muzzle flash)
When I had this problem I had the 'Effect->Launch Missile->Unit - Ammo Unit' set incorrectly but the 'Actor->Attack Actor->Art - Missile' correct. All shots got fired out of the model origon (x,y,z = 0) no matter the Site operators or fallbacks. I think it works the other way around as well though. Basically once those two are set up your able to START adjusting where it launches from.
@UmbraLamina: Go
The missile shoots from the right place now. I had to change the ->Attack Actor->Art - Missile' to the custom projectile I made like you said. I think I tried avoiding it because it gave me trouble when creating a custom firebat. But I just dont understand how the attachment method does anything. That give you the left right shots. I basically duplicated the attachment method and linked it through the attack actor. Doesnt work... and I'm stuck with a marauder shooting out of one side.
@JJ436: Go
If ya send me your map ill have a look and see if I can spot anything strange... Will look into it a bit tomorrow.
Anyhow, its a repica of the Marauder but has a new missile unit/actor, so uses the standard Marauder site/ops and whatnot right?
@UmbraLamina: Go
Trying to duplicate merc marauder with a custom weapon. The unit actor alter between right and left attack animation and the missile are launched BUT they all come the same arm, the right one.
The weapon is allot like marauders weapon except that it got a arc mover and a explosion at the end.
I will attach a image that shows my settings.
At least you are not trying to get it to play the old attack animation.
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
Not like it only takes 3 seconds to get it to play that animation... :P
@Sherlia: Go
You need to copy/configure the attachment pattern as well as eventually the model.
Have a look here for information about attach methods.
@Kueken531: Go
ahh, i feel so stupid, i completely forgot the attachment properties in the model, works perfect now :)
No idea, didn't work with towers that much. You could try the "lock while firing" flag (or legacy option?) for the weapon, or something, or apply a behavior, which supresses turning when firing.