I tinkered a little bit and managed to create an ability for the marauder which fires 4 rocktes. First rocket starts from the left arm, Second from the right, Third from the left and the Fourth again from the right.
Have a look at the Actor "MarauderAttack (Unnamed)". It is an "Action Actor" and is responsible for attaching the "MarauderAttackMissile" (in the field "Missile") to the Model. The attachments are specified in the field "Launch Attachment Query" which references an "Attach Method" "AMPatternMarauder". This Actor does a lot more than only attaching one thing. It plays sounds, attaches default smoke and impact effects on the caster/target and some other things I have no idea what they are doing. Remember that in the case of the Marauder the Unit Actor has to play specific animations.
Alternatively you can look at the Viking missiles which act pretty similar, but doesnt play extra animations.
hm , i just wanna raise the source point of a channeling ability to a certain height, how can this take several actors/methods ? Also What kind of data is AMPatternMarauder? Where can i view/modify it ? How can I use attachmethods in other actors ?
The "AMPatternMarauder" is the id of "Pattern Marauder". You can find it in the "Attach Methods" tab. But I think you can only use the given attachment points of a unit.
If you just want that the visual effect is raised above the ground you could try the event editor of your actor. One Action of the Event Editor is named "Set Height". I have never used it but i guess that could work. Try to set the height after it is created.
hm , i just wanna raise the source point of a channeling ability to a certain height, how can this take several actors/methods ? Also What kind of data is AMPatternMarauder? Where can i view/modify it ? How can I use attachmethods in other actors ?
I've found that just raising the height value in the data editor of the projectile your using works fine for that. Projectiles are "Units" so that's where you need to look.
@Blah17: Go
well, it's not a projectile I'm firing. It's a beam(sentry). Also, wouldn't changing the projectile height also change the impact point (so it hits above the target) ?
It depends if the target is a unit or a point. If the target is a unit it should not change the impact location since that is handled by other actors/effects/fields/... . If the target is a point it could change the impact height but i have no experience with beams so far. Just try it :)
I will play with beams a little bit when I get home. This has to be possible :)
Edit: Damn - didn't work :(
Guess you have to use a different attachement point or something crazy like an invisible unit hovering above your caster and starting the beam from there.
If you were making a bullet. You can make a bullet 2 ways.
1. Make it a projectile. Or 2. Make a unit that has a bullet/missle model. and then move that unit with triggers.
My question is, if you make a bullet as a projectile, is it still possible to detect collisions with other units as it is moving across the map?
You need to use SOps. For the beam under Hosting - Host Impact - Subject and Hosting - Host Luanch - Subject you need to either give a specific Site Operation (Attachment) using a direct site reference or an attach method under Attachment - Attachment Query - Methods. These points can be offset using Site Operation (Local Offset) SOps.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Where can I see/change the point from which projectiles are fired from an actor/model/unit ?
halp :(
I tinkered a little bit and managed to create an ability for the marauder which fires 4 rocktes. First rocket starts from the left arm, Second from the right, Third from the left and the Fourth again from the right.
Have a look at the Actor "MarauderAttack (Unnamed)". It is an "Action Actor" and is responsible for attaching the "MarauderAttackMissile" (in the field "Missile") to the Model. The attachments are specified in the field "Launch Attachment Query" which references an "Attach Method" "AMPatternMarauder". This Actor does a lot more than only attaching one thing. It plays sounds, attaches default smoke and impact effects on the caster/target and some other things I have no idea what they are doing. Remember that in the case of the Marauder the Unit Actor has to play specific animations.
Alternatively you can look at the Viking missiles which act pretty similar, but doesnt play extra animations.
@Slarti: Go
hm , i just wanna raise the source point of a channeling ability to a certain height, how can this take several actors/methods ? Also What kind of data is AMPatternMarauder? Where can i view/modify it ? How can I use attachmethods in other actors ?
@pixartist: Go
The "AMPatternMarauder" is the id of "Pattern Marauder". You can find it in the "Attach Methods" tab. But I think you can only use the given attachment points of a unit.
If you just want that the visual effect is raised above the ground you could try the event editor of your actor. One Action of the Event Editor is named "Set Height". I have never used it but i guess that could work. Try to set the height after it is created.
I've found that just raising the height value in the data editor of the projectile your using works fine for that. Projectiles are "Units" so that's where you need to look.
@pixartist: Go
Pixel..... I have been tring to figure out this forever.... wherer can i download your map?
Also..can someone first explain to me what an Actor is? No one ever really discussed what they are and why we need them
@Blah17: Go well, it's not a projectile I'm firing. It's a beam(sentry). Also, wouldn't changing the projectile height also change the impact point (so it hits above the target) ?
It depends if the target is a unit or a point. If the target is a unit it should not change the impact location since that is handled by other actors/effects/fields/... . If the target is a point it could change the impact height but i have no experience with beams so far. Just try it :)
@Slarti: Go
beams don't have a height token
I will play with beams a little bit when I get home. This has to be possible :)
Edit: Damn - didn't work :(
Guess you have to use a different attachement point or something crazy like an invisible unit hovering above your caster and starting the beam from there.
If you were making a bullet. You can make a bullet 2 ways. 1. Make it a projectile. Or 2. Make a unit that has a bullet/missle model. and then move that unit with triggers.
My question is, if you make a bullet as a projectile, is it still possible to detect collisions with other units as it is moving across the map?
You need to use SOps. For the beam under Hosting - Host Impact - Subject and Hosting - Host Luanch - Subject you need to either give a specific Site Operation (Attachment) using a direct site reference or an attach method under Attachment - Attachment Query - Methods. These points can be offset using Site Operation (Local Offset) SOps.
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