Hi, I looked around and saw a lot of people with the same problem, projectiles coming out of the base of the unit, and I see a lot of people saying stuff like "oh yar just set the vector, its so easy", but there are no fields here that say anything like that. Why do some effects/objects/anything have fields that othes don't? I'm completely stumped. I really wish I could simply choose the attatch point on the model for where the projectile launches but I CAN'T.
Solved it, make sure the launch missile (effect) have an actor (should be attack actor, eg: Archon Attack), this does not necessary mean all actors are directly link to launch missile (effect), some like instant attack (marine/siege) are link to their damage (effect).
What you need to do now is go to that attack actor, look at Art - Missile. Change it to the custom missile (projectile unit) actor ID. Not all have it, but most that shoots missile out have them.. i still can't figure out instant attacks ID because most of them are custom field. Hope that helps!
I looked around and did not find any of the values you mentioned, but even if I did, I already made sure to have an actor, which was why my lasers wouldn't show up in the first place, and now I don't see how that solution if I could comply at all, would fix the problem with the origin of the projectile. Any other ideas?
I had the same problem for a beam weapon I was working on. I managed to fix it by.. (opens editor)...
Finding the Attack actor that launches the weapon, looking for a field labeled: LaunchAttachmentQuery - Methods and changing the value to AMFilterWeapon
I know missiles aren't the same as beams but maybe you could use that method to set a weapon hard point for point of origin on a missile?
I don't know where I should be looking for that. I'm looking at the actor for the unit (because you said the actor that fires the projectile) and I see no field that says anything like that. Does it have a prefix? anything? The actor is a copy (changed, a bit) of a colossus.
Yeah sorry I wasn't clearer with what I said before. If you're still having problems let me know and I'll post the map I'm using for testing and break down the weapon components.
Oh ok I found it its in the actor of the attack, not the missle, or the launch. But how do I know what to set it as? none of this sounds like colossus or turret =s
I can see the attatch methods in data type and its all crap like AMClosestToCaster, Filter Head, Pattern Thor, Filter Weapon 03 etc, but theres nothing about bones or the attatchment points i can see when i loo kat the model. what the hell do I do?
Oh ok I see that you edited your post nicely for me not to notice- and so now I'll tell, you there is no AMFilterWeapon in my list of methods. Please, what do I do?
Oh I see if I select Filter Weapon it MAKES it Filter Weapon. But the lasers still come out of the flipping bottom of the unit. Please, if you don't explain clearly you're just wasting your time, and I really appreciate your help, but like, this is incredibly frustrating. I'd immensely appreciate it if you just took a tiny bit more time to properly explain this. What actor's method do I want to make Weapon Filter? and also, remember, this is a colossus.
having the same problem with a tower in my td. the missile tower shoots its missiles from his base. when I change the attach method nothing changes for me
None of the attack effects/actors for the colossus have the option to attatch the launch anywhere so I am lead to believe that the colossus doesn't attack. So, I tried using a different unit, and just still could not have this solved. I beg of anyone who knows what to do, make a tutorial. Something. Please.
I'm still working on it, but I'm having a lot of problems especially with generic attacks- because you won't know the unit uses it until you search to see if it has an actor for it. Even so, I have no way of knowing which Launch Point is the right one. When I see a model the viewer, all I see are the names of bones and animation attatch points, not anything that appears in the attatch query list.
Hi, I looked around and saw a lot of people with the same problem, projectiles coming out of the base of the unit, and I see a lot of people saying stuff like "oh yar just set the vector, its so easy", but there are no fields here that say anything like that. Why do some effects/objects/anything have fields that othes don't? I'm completely stumped. I really wish I could simply choose the attatch point on the model for where the projectile launches but I CAN'T.
What do I do?!
Solved it, make sure the launch missile (effect) have an actor (should be attack actor, eg: Archon Attack), this does not necessary mean all actors are directly link to launch missile (effect), some like instant attack (marine/siege) are link to their damage (effect).
What you need to do now is go to that attack actor, look at Art - Missile. Change it to the custom missile (projectile unit) actor ID. Not all have it, but most that shoots missile out have them.. i still can't figure out instant attacks ID because most of them are custom field. Hope that helps!
I looked around and did not find any of the values you mentioned, but even if I did, I already made sure to have an actor, which was why my lasers wouldn't show up in the first place, and now I don't see how that solution if I could comply at all, would fix the problem with the origin of the projectile. Any other ideas?
I had the same problem for a beam weapon I was working on. I managed to fix it by.. (opens editor)...
Finding the Attack actor that launches the weapon, looking for a field labeled: LaunchAttachmentQuery - Methods and changing the value to AMFilterWeapon
I know missiles aren't the same as beams but maybe you could use that method to set a weapon hard point for point of origin on a missile?
@Ghrabthaar: Go
I don't know where I should be looking for that. I'm looking at the actor for the unit (because you said the actor that fires the projectile) and I see no field that says anything like that. Does it have a prefix? anything? The actor is a copy (changed, a bit) of a colossus.
No, you're gonna need to edit the actor for the actual weapon projectile. Check out hte actors under Action/GenericAttack/
Yeah sorry I wasn't clearer with what I said before. If you're still having problems let me know and I'll post the map I'm using for testing and break down the weapon components.
Yea, I can't find a launch attatchment query in any actor involved in this fiasco. So Please, Go all john madden on me
Oyeweell hai im juhn maddun and Imma break it dun fur yuh.
The actor is not the actor of your unit. It should be the actor of an effect (launch missile or damage) like i said in my post.
Oh ok I found it its in the actor of the attack, not the missle, or the launch. But how do I know what to set it as? none of this sounds like colossus or turret =s
I can see the attatch methods in data type and its all crap like AMClosestToCaster, Filter Head, Pattern Thor, Filter Weapon 03 etc, but theres nothing about bones or the attatchment points i can see when i loo kat the model. what the hell do I do?
Oh ok I see that you edited your post nicely for me not to notice- and so now I'll tell, you there is no AMFilterWeapon in my list of methods. Please, what do I do?
Oh I see if I select Filter Weapon it MAKES it Filter Weapon. But the lasers still come out of the flipping bottom of the unit. Please, if you don't explain clearly you're just wasting your time, and I really appreciate your help, but like, this is incredibly frustrating. I'd immensely appreciate it if you just took a tiny bit more time to properly explain this. What actor's method do I want to make Weapon Filter? and also, remember, this is a colossus.
having the same problem with a tower in my td. the missile tower shoots its missiles from his base. when I change the attach method nothing changes for me
bump
None of the attack effects/actors for the colossus have the option to attatch the launch anywhere so I am lead to believe that the colossus doesn't attack. So, I tried using a different unit, and just still could not have this solved. I beg of anyone who knows what to do, make a tutorial. Something. Please.
I'm still working on it, but I'm having a lot of problems especially with generic attacks- because you won't know the unit uses it until you search to see if it has an actor for it. Even so, I have no way of knowing which Launch Point is the right one. When I see a model the viewer, all I see are the names of bones and animation attatch points, not anything that appears in the attatch query list.
bump
bumpage
BUMPY