One thing, though: I have 3 attachments and I'm trying to get all three to shoot beams at the target of the attack. They correctly play the attack anim, but the launch model and the beam only appear on one of them even though I did copy the attack actor 3 times and all 3 are supposed to go off when the same event triggers; the only difference between the 3 is which site they use.
When I cycle the sites between them, different attachments emit the beam, so the sites are all valid. They just don't go off all 3 at once.
Halp!1! :(
Also, is it possible to somehow apply a Thor-like effect where the unit alternates which attachments shoot? I know about the attachment method tab but there doesn't seem to be a direct way.
In my experience with beams, you have to create an effect for each beam attack to be created with. In other words, no two Attack Actors can use the same effect to be created. Strange, I know, but every time I have tried to overlap them, the beams (and sounds) stop playing. It is only when I create a dummy effect for them to trigger off of that they work. So if all 3 sites are working properly, the best way to make them work is to create 2 dummy effects that do 0 damage and add them in a set to your real damage effect. Then make each of the 3 beams shoot through one of the 3 effects and all of them should work.
As for alternating sites, yes this is possible as is evident by the Marauder (it alternates attack arms). I'm currently looking into this so that I can provide greater detail of how to do this effectively :) So until I can explain it properly, try to use the Marauder's attack setup as a basis for doing this.
Well, I know how alternating sites work: you have an Attachment Method (on the tab) with a driver (the effect that causes it to switch) and an uh... set of attachment points or something. So you can alternate between weapon00 and weapon01 by picking the right attachment set. How you'd expand this to attachment points on attachments isn't clear...
Maybe we can somehow stripe the events so the beams go off in sequence... :)
great tutorial, it actually explained why my tentacles are only flexing. Been working with this problem for about 3 weeks. And although I've tried what your tutorial suggested my uberlisk still isnt stretching its tentacles. I'm hoping you can take a look at my Model Additions and Missile Actors and see what I missed. Any help is much appreciated. Thanks for the tutorial!
So I took a look and I could tell right away that you've tried mrm3fan's tutorial in the past. The problem with this is that a lot of what he did in his version directly conflicts with my version. You've also got a LOT of overlapping events because of this. I would suggest that you toss it all out and start from scratch because otherwise you're going to be very confused about exactly what works and what doesn't.
It sounds like a pain, but you'd be surprised at just how little you actually need compared to what you have. I'd say I had to remove about half of the fields you had entered in order to make it work the way my video demonstrated. If after doing this you still have problems, let me know and I'll help you sort them out. It'll be both faster to fix AND much more easy to explain "why" it wasn't working. :D
Dude, one word. Amazing. I take a look at some of the stuff in the tutorial and say "Wow that would have taken me quite a while to figure out." But some of it is so obscure, so outrageous, I would not know where to begin to find it on my own, and I have to wonder how on Earth did anyone figure it out? What strange unseen force led you to these epiphical spurts of genius? I can't pin whether you're psychic, an amazing gatherer of knowledge, or the luckiest man alive. Did you have help, gather the information in bits and pieces from others, or did you just swan dive into the searing pit of lava called the data editor and burst forth holding a prized trophy of knowledge? Truly, you have saved me a lifetime of research and experimentation, and for that I thank you kindly.
Now on another note, @BrotherLaz, try making both weapons, then under the options for each weapon the unit has, make sure the "Linked Cooldown" option is unchecked, then just check it for each of the weapons you have. Then make the "Damage Point" for both weapons different from each other. I haven't tested this, nor had a chance to experiment with it yet, it's kinda all theory I got from the tutorial, so don't expect a miracle. :P
Also, I seem to be having trouble with the tentacles. When they attack they stretch fine to their target but stick to wherever they attacked. When they attack again however, instead of staying there and "wiggling" they just stretch over to the next target, attack it, and stick again. Everything else works fine but it's obviously weird to have the spine stretch across the field, as well it seems to have adverse effects on the targeting AI. Took a look over everything and tried to find where some kind of screw up happened but I must be missing something, any ideas?
Thank yeh kindly ;) I actually started by asking someone else about attachments when I was trying to make a particular building. I didn't know you could make your own Site Operations in the Actors, so when he told me I could make my own, I kinda put 2 and 2 together and found that it equaled the Uberlisk :D
If your tentacle is sticking to the target, it's most likely that your Effect.*Return > MissileTentacleReturn (Tentacle Return) is missing OR on the wrong actor. This is what is responsible for the tentacle returning after hitting the target. if this doesn't solve the problem, take a look at Host Return and Host Return Site Operations
Yea I was thinking both of those as well, but both of them check out, and on top of that the tentacle isn't sticking permanently, just until it finds another target. It's as if I have the event wrong somehow. IDK I've been working on this problem for a while now, maybe you should take a look. You'll probably take one look and go "Oh yea here's your problem." Ignore the size of the Uberlisk, I made it smaller so I could better see the tentacles, since I don't have collision with them yet.
For the Explicit Rotation, if you turn on Local, it'll become dynamic also and not static as pointed out in your post. It'll follow the Host unit's facing. I tried it and it works, my attached unit faces 90 degree always to reference of my Host unit no matter how I move the Host. Also you should mention about not needing to bother with Host+ and other Hosts if the weapon does not return missile, cause I kind of had to go back and change stuff, at least I know what hosts does.
Edit: Site actors are also unneeded if missile doesn't return right??
nvm i do need the site to correctly link the actors to the weapons and effects.
I have confirmed the note about Explicit Rotation and have updated the tutorial. Great find!
As far as Host and Host Site Operations go, both are required if the missile is firing from any location other than an anchor point on the unit's actor (not the attached model actors). If you are talking about Host Return,Host Return Site Operations and even Host Supporter I pointed out in the tutorial that you don't need them if your missile doesn't return.
Thanks for your tutorial, it´s really interesting
But I can´t solve the following problem:
I´m trying to create a unit in front of another when it is using a specific ability. Since it isn´t possible to set an offset in the Create unit effect I searched for other ways and I´m pretty sure that it must be possible with sites or sites operations - but I don´t know how :/
I hope you can help me
If you want to summon units at certain locations, use Effect - Create Persistent and then give it a periodic offset of Y: -1. If you center the persistent on the caster, it will trigger the periodic effect 1 space in front of the caster.
So Ability > Effect - Create Persistent > Summon Unit
Hello ! Thanks you for this really complete yet really complex tutorial !
I first tryed to attach turrets to a thor, but it didn't worked at all. So I followed every steps of your tutorial to make an uberlisk to pratice a little before making my own inventions and trying to understand the whole attachement system.
When I first finished, god nothing worked ! Well now I've figured most of the things, fixed many things I forgot.
Still I have one problem that many hours on the matter didn't fixed, I'm asking anyone that may have an idea.
This must be of the most basic thing, but two of my right tentacles are slightly bigger than the others. I've double-checked the "scale" parameter on the "SPINE L1-R3" but all of them are set on 0.3-0.3-0.4 as said in the tutorial.
I'll post my map if anyone is willing to help me !
Prozaic I'm modifying pre-existing actors, and I'm having an issue where, whenever I edit ANYTHING using raw data in the Event field of the actor, every event is erased. Have you encountered this? Know how to fix it?
edit: Nevermind. It occurs to me that using a term: subname will be sufficient and that no raw data editing should be necessary at all.
I'm not entirely sure if this is related to this tutorial or not, but figured it couldn't hurt to post. I was wondering how to create revolving actors, like the WC3 Sphere ability. Would this be done through hosting and site ops?
Rollback Post to RevisionRollBack
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Thanks for the guide! :) It helped me a lot.
One thing, though: I have 3 attachments and I'm trying to get all three to shoot beams at the target of the attack. They correctly play the attack anim, but the launch model and the beam only appear on one of them even though I did copy the attack actor 3 times and all 3 are supposed to go off when the same event triggers; the only difference between the 3 is which site they use.
When I cycle the sites between them, different attachments emit the beam, so the sites are all valid. They just don't go off all 3 at once.
Halp!1! :(
Also, is it possible to somehow apply a Thor-like effect where the unit alternates which attachments shoot? I know about the attachment method tab but there doesn't seem to be a direct way.
In my experience with beams, you have to create an effect for each beam attack to be created with. In other words, no two Attack Actors can use the same effect to be created. Strange, I know, but every time I have tried to overlap them, the beams (and sounds) stop playing. It is only when I create a dummy effect for them to trigger off of that they work. So if all 3 sites are working properly, the best way to make them work is to create 2 dummy effects that do 0 damage and add them in a set to your real damage effect. Then make each of the 3 beams shoot through one of the 3 effects and all of them should work.
As for alternating sites, yes this is possible as is evident by the Marauder (it alternates attack arms). I'm currently looking into this so that I can provide greater detail of how to do this effectively :) So until I can explain it properly, try to use the Marauder's attack setup as a basis for doing this.
Thanks! :( 3 events then.
Well, I know how alternating sites work: you have an Attachment Method (on the tab) with a driver (the effect that causes it to switch) and an uh... set of attachment points or something. So you can alternate between weapon00 and weapon01 by picking the right attachment set. How you'd expand this to attachment points on attachments isn't clear...
Maybe we can somehow stripe the events so the beams go off in sequence... :)
hello,
great tutorial, it actually explained why my tentacles are only flexing. Been working with this problem for about 3 weeks. And although I've tried what your tutorial suggested my uberlisk still isnt stretching its tentacles. I'm hoping you can take a look at my Model Additions and Missile Actors and see what I missed. Any help is much appreciated. Thanks for the tutorial!
So I took a look and I could tell right away that you've tried mrm3fan's tutorial in the past. The problem with this is that a lot of what he did in his version directly conflicts with my version. You've also got a LOT of overlapping events because of this. I would suggest that you toss it all out and start from scratch because otherwise you're going to be very confused about exactly what works and what doesn't.
It sounds like a pain, but you'd be surprised at just how little you actually need compared to what you have. I'd say I had to remove about half of the fields you had entered in order to make it work the way my video demonstrated. If after doing this you still have problems, let me know and I'll help you sort them out. It'll be both faster to fix AND much more easy to explain "why" it wasn't working. :D
cool, trust me ive done much worse, when it comes to the events. so im not afraid of it. Thanks a lot. ill report back after i redo it. :)
Dude, one word. Amazing. I take a look at some of the stuff in the tutorial and say "Wow that would have taken me quite a while to figure out." But some of it is so obscure, so outrageous, I would not know where to begin to find it on my own, and I have to wonder how on Earth did anyone figure it out? What strange unseen force led you to these epiphical spurts of genius? I can't pin whether you're psychic, an amazing gatherer of knowledge, or the luckiest man alive. Did you have help, gather the information in bits and pieces from others, or did you just swan dive into the searing pit of lava called the data editor and burst forth holding a prized trophy of knowledge? Truly, you have saved me a lifetime of research and experimentation, and for that I thank you kindly.
Now on another note, @BrotherLaz, try making both weapons, then under the options for each weapon the unit has, make sure the "Linked Cooldown" option is unchecked, then just check it for each of the weapons you have. Then make the "Damage Point" for both weapons different from each other. I haven't tested this, nor had a chance to experiment with it yet, it's kinda all theory I got from the tutorial, so don't expect a miracle. :P
Also, I seem to be having trouble with the tentacles. When they attack they stretch fine to their target but stick to wherever they attacked. When they attack again however, instead of staying there and "wiggling" they just stretch over to the next target, attack it, and stick again. Everything else works fine but it's obviously weird to have the spine stretch across the field, as well it seems to have adverse effects on the targeting AI. Took a look over everything and tried to find where some kind of screw up happened but I must be missing something, any ideas?
Thank yeh kindly ;) I actually started by asking someone else about attachments when I was trying to make a particular building. I didn't know you could make your own Site Operations in the Actors, so when he told me I could make my own, I kinda put 2 and 2 together and found that it equaled the Uberlisk :D
If your tentacle is sticking to the target, it's most likely that your Effect.*Return > MissileTentacleReturn (Tentacle Return) is missing OR on the wrong actor. This is what is responsible for the tentacle returning after hitting the target. if this doesn't solve the problem, take a look at Host Return and Host Return Site Operations
Yea I was thinking both of those as well, but both of them check out, and on top of that the tentacle isn't sticking permanently, just until it finds another target. It's as if I have the event wrong somehow. IDK I've been working on this problem for a while now, maybe you should take a look. You'll probably take one look and go "Oh yea here's your problem." Ignore the size of the Uberlisk, I made it smaller so I could better see the tentacles, since I don't have collision with them yet.
Yeah, I took a look and here's what fixed your problem:
You had them backwards and didn't put anything in the Return Movers + field
Oh wow I completely missed that. Thanks a lot!
NP :)
For the Explicit Rotation, if you turn on Local, it'll become dynamic also and not static as pointed out in your post. It'll follow the Host unit's facing. I tried it and it works, my attached unit faces 90 degree always to reference of my Host unit no matter how I move the Host. Also you should mention about not needing to bother with Host+ and other Hosts if the weapon does not return missile, cause I kind of had to go back and change stuff, at least I know what hosts does.
Edit: Site actors are also unneeded if missile doesn't return right?? nvm i do need the site to correctly link the actors to the weapons and effects.
I have confirmed the note about Explicit Rotation and have updated the tutorial. Great find!
As far as Host and Host Site Operations go, both are required if the missile is firing from any location other than an anchor point on the unit's actor (not the attached model actors). If you are talking about Host Return, Host Return Site Operations and even Host Supporter I pointed out in the tutorial that you don't need them if your missile doesn't return.
Thanks for your tutorial, it´s really interesting But I can´t solve the following problem: I´m trying to create a unit in front of another when it is using a specific ability. Since it isn´t possible to set an offset in the Create unit effect I searched for other ways and I´m pretty sure that it must be possible with sites or sites operations - but I don´t know how :/ I hope you can help me
If you want to summon units at certain locations, use Effect - Create Persistent and then give it a periodic offset of Y: -1. If you center the persistent on the caster, it will trigger the periodic effect 1 space in front of the caster.
So Ability > Effect - Create Persistent > Summon Unit
Thanks a lot, didn´t think of that ^^
I´m still a beginner in concerns of the ScII editor :/
/€: Worked out pretty well :)
Hello ! Thanks you for this really complete yet really complex tutorial ! I first tryed to attach turrets to a thor, but it didn't worked at all. So I followed every steps of your tutorial to make an uberlisk to pratice a little before making my own inventions and trying to understand the whole attachement system.
When I first finished, god nothing worked ! Well now I've figured most of the things, fixed many things I forgot. Still I have one problem that many hours on the matter didn't fixed, I'm asking anyone that may have an idea. This must be of the most basic thing, but two of my right tentacles are slightly bigger than the others. I've double-checked the "scale" parameter on the "SPINE L1-R3" but all of them are set on 0.3-0.3-0.4 as said in the tutorial.
I'll post my map if anyone is willing to help me !
@ProzaicMuze: Go
Prozaic I'm modifying pre-existing actors, and I'm having an issue where, whenever I edit ANYTHING using raw data in the Event field of the actor, every event is erased. Have you encountered this? Know how to fix it?
edit: Nevermind. It occurs to me that using a term: subname will be sufficient and that no raw data editing should be necessary at all.
I'm not entirely sure if this is related to this tutorial or not, but figured it couldn't hurt to post. I was wondering how to create revolving actors, like the WC3 Sphere ability. Would this be done through hosting and site ops?