Presuming that the launch SOP your referring to is the one at the bottom of the target tab on the attack actor, yea, it's set up to the same SOP as the turrets. Unless I've completely missed something, it's only supposed to be that single site op that placed there, right? No more?
Rollback Post to RevisionRollBack
Planetside mod Updated as of 03/03/11
Planetside mod vids Updated as of 03/03/11
Looking for team members
You need the Site Operation to attach it, the Site Actor to offset where the missile launches from and any additional Site Operations to rotate/offset from an attachment point.
If this isn't working for you, it's also possible to ignore Site Actors and use "Launch Site Ops +" instead of Launch Site. The difference is that the missile would shoot from the host unit instead of the attachment and require additional SOps to offset from the host to that specific launch location. It's a backup plan that is more involved, but it works when you can't get the Site Actor to work how you want it to.
Also, you may want to check the Missile Attack Actor for the following things:
Art - Missile: Make sure you have the right actor and NOT a custom value. This is the most common problem that causes launch from origin.
OK, as I can't see what's wrong, I've took a couple of pics, hopefully someone will figure where I've went wrong.
First pic is Missile Attack actor - Target tab It's just the operations and the launch site that I've changed.
Next is the Missile Attack actor - Evenets Just added the effect start stuff
And the Missile attack actor - Attachment
And finally Missile attack actor - art The correct missile has been selected. As an aside note, not sure if it matters or not, but the missile itself is used by 2 weapons, does that make a difference? The other attack actor hasn't been set up to determine where it fires from yet though.
Hopefully those pics help figure out what I'm doing wrong, if needed I have pics of the other sections. That's all for the attack actor though, nothing else has been changed or put in.
Also I had a look at doing the launch site + stuff, but I haven't the faintest idea where it would be, or what it'd be called, I checked for launchsite, and generic launch, but I couldn't find the first, and the second didn't work.
One question: How can I turn this into a levelable ability for a hero, i e the uberlisk starts as a normal ultralisk and then gains the spine crawlers one by one as the player levels a passive ability which grants them? As far as I understood this means that I need 5 different uberlisk units, each with another number of attached spine crawlers, right? Or is there an easier solution?
Don't know if you're still looking at these : P However, two things:
1. Is it possible to use the Leviathan tentacle model instead of the Spine Crawler?
2. I'm having an issues where I'm trying to stick a tentacle to a Baneling (trust me, it's friggin adorable) but the Baneling is just flying at his target and dieing as though it were the missile. I'm positive he's not using a Baneling explode-related ability or something because a) it's playing the spine crawler launch sound and b) I put the weapon object on a Colossus and it did the same thing, lol, and c) after removing the weapon object from the Baneling, he quit flying at his targets. Any ideas?
Hmm. I'd like to create a unit ability - basically a tentacle that grabs a target unit and never lets go. The target is immobilized until the caster is killed. I'm not exactly sure how to do this. Please let me know if you guys have any insights, much appreciated.
So I wonder if anyone is still working in this thread? But I have an interesting problem tyring to get my Uberlisk to work. I am faiirly certain I followed all of the instructions, but whenever I try to insert my Uberlisk into a map, the editor crashes. I have tried new maps with no luck. Anyone know what would be causing an editor crash with the unit?
First, thanks ProzaicMuze for posting this detailed tutorial, it's a huge help. I'm working my way through but have a few questions.
With the suggested items checked while duplicating the Ultralisk unit, the Ultralisk model and Head Attack Damage Effect did not copy and do not exist on the Uberlisk unit. What could cause them not to copy & how can I add these?
Under Missile Actors, you suggested to open Events + and add event UnitBirth.ImpalerTentacleL1, but it is already there, so I take it I don't need to add it again, correct? You also said to add MotionPhaseStart - Motion Phase (Term), but in MotionPhaseStart, there is no option that even resembles "Motion Phase (Term)". Where am I going wrong? This is where I am stuck at the moment.
I'm also interested to learn how to take units from one map, like a map dedicated to making the Uberlisk, and importing that unit and all linked objects to another map.
Edit: I continued with the rest of the tutorial, and the Uberlisk and tentacles are attacking, but the graphics don't show them attacking. Also the graphics of the Ultralisk are not showing up, the Uberlisk just looks like a white hemisphere with 6 spine crawlers floating over it. Please help!
I think I can already answer some of Plejaren's problems. I've also had that white sphere problem. What I did is that I went to the unit's Actor, then I changed the first 5 Art - Model to the corresponding base unit (in my own case, Baneling). As for getting a unit from one map to another, I'd guess you can just Copy every related object and Paste them into your map.
However, I'm also having the problem of Tentacles. They're attached correctly, they deal damage correctly, but they don't stretch and I don't know why. My Baneling also doesn't produce any sound, from both the tentacles' attacks and from death.
So maybe this is the best place to ask: I read your tutorial and I think I understood most of it (except the stuff concerning tentacle attack :D )
I'm going to explain what I want to achieve and what I already have:
So I want to be able to add a "mount", some sort of vehicle for any unit, by adding a behavior to this unit.
This behavior lifts the rider unit (and drops it when the behavior stops).
There is a model actor which reacts when this behavior gets turned on. This model actor is my uberlisk which gets attached to my original unit and the position is adjusted with site operations (a single local offset right now)
Ok this works fine, the high templar sitting on the ultralisk and I am able to use abilities and weapons of the high templar.
But some aesthetical points make me mad:
First: I want the ultralisk to move (=play it's walk animation) when the high templar moves. But the ultralisk-model actor doesn't seem to react to the actor event "UnitMovementUpdate.*.Walk. If I use another random -test event it correctly plays the animation.
I don't know if the problem here is, that this is no unit-actor but a model actor. The model actor correctly gets rotation and position of its host, but maybe the event doesn't know the connection since the actor was created from a behavior?!
Second: I want the ultralisk to play it's attack animation when my unit uses the ultralisk's weapon (this weapon should be added by the behavior)
Third: Right now, the local offset is attached to the high templar's origin point and then locally offset. This results in a high templar not moving at all when the huge ultrallisk's shakes and runs. :D The problem is that I can't simply use another attachement point which moves with the unit and offset from this point, because this will be the attachement points from the templar. The result is a weird looking ultralisk and a normal moving high templar.
Is there any way to "switch the roles" and make the high templar the one that gets offset from an attachement point of the ultralisk?
The third point would just be the non-plus-ultra, but the first two should really be solved somehow. Remember that I want multiple units to ride the ultralisk and dynamically do so.
Thanks Daikoru, I've changed the art, and that fixed the sphere problem, I appreciate that. Unfortunately, now the game is crashing as soon as the Uberlisk starts attacking enemy units. This is strange because that wasn't happening before, and the art is the only thing I changed. I also noticed (now that the art is correct) that the spine crawlers are off center. All 6 of them are on the right side of the Uberlisk's head, rather than 3 on the left and 3 on the right. They are in the correct "V" formation, but slanted off to one side.
Also, I am getting sound, so I'll try to offer some help there. In the weapons tab, my "Impaler Tentacle" weapons have AttackImpact and AttackLaunch sounds (at the bottom left), and they should be from the Attack Actors section of ProzaicMuse's tutorial. I'm just guessing on that, but hopefully it helps.
Hey, I'm trying to create a variation of your design, but am running into a couple huge issues. Mainly, the models just slide along the ground. When the unit gets to the target, rather than attacking with the spines, he quickly dashes toward the target, then disappears. My guess is that the unit is mistaken for the missile, but I cant find where the problem originates from. If you could give a couple suggestions as to what might be causing these errors, that would be amazing.
Thanks for the help, now I've solved for the location, and the attack. My only two issues now, are that the spines just wiggle rather than strike when they attack, and that I cant figure out how to rotate the spines. I need to make them point out from the unit, but I cant figure out how to implement the actors.
Look at the link I gave that says all factors affecting the tentacle movement (with exception of the launch missile effect movers). To rotate the spines try a Site Operation (Explicit Rotation) SOp set to local in the Actor - Is Local field.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?