For both of you I think it will help you sort out the issues you are having.
@Flettir - I've attached a map to this post. It's a patchwork unit I made that I believe has many of the functions you are striving for. While it's one of my earlier, less efficient setups (when I was still mastering all the parts) it functions as desired with regards to multiple weapons firing simultaneously at separate targets. Check it out and let me know if that helps.
@KratsAU - You should check out this Trigger Attachments Tutorial. I think it has what you're wanting in terms of multi-part units. Also, I believe it would be possible to remove tentacles as health reaches certain points.
You'd need to setup damage responses on the buffs OR create validators that disable buffs until the unit reaches a certain health value. Then you could have the Turret Actor (Actual Turret) and Turret Model Actor (Spine Crawler) have events that destroy them when those buffs are active on the Uberlisk. Something like:
The Behavior could then remove the weapon from the unit.
@Sanctitty - I got started towards the end of the Beta. I began making my own map and realized that I could learn faster by making tutorials. While this make come as a surprise, many of my tutorials are on subjects I knew nothing about prior to making them. Thus I would take something I didn't know how to do, figure it out and then explain it to others. I find that the best test of your skills is whether or not you can teach someone else. The mindset for learning is entirely different when you're trying to figure out the best way to explain it to someone else. :D
@zenx1 - Check out my new Turrets Tutorial. I think this will help you with your turret problems.
@ Wolfnet18 & Yumeii - I don't have time currently to check your maps, but if I remember I'll come back and look at them when I've finished catching up on my work (real life issues put me behind Xp). If after a few days I haven't replied, feel free to post again to remind me :)
@OverPoweredZ - I'm not entirely sure what you are asking. Are you wanting to attach a model and then have hangar units fly out of it? Like with Carrier Interceptors, only on a different unit and based out of this attachment?
Actor Creation > Animation Play ([Name], Animation Properties: Stand, Flags: Play Forever)
UnitBirth.[Drone] > Create
UnitDeath.[Drone] > Destroy
Pretty much the same setup as cartmen's Marine rider. One thing you "might" need to play with is freeze the shield animation so that it doesn't pulse endlessly. The model's stock animation isn't static and is setup to only be an impact shield as opposed to a continuous shield. I believe the event is called Animation Set Pause or something very similar to that.
If you want to post your map I can look into it. If you've ever taken a look at some of the test maps of mine that get put the in the news (Like the Psyborg) you'll notice that my offsets and vectors have seemingly random number values. This is because often times certain anchor points have a strange axis of rotation to begin with and require a LOT of tweaking to get right. Might help you :)
@TimeForPlanB - So I'm assuming from the picture you managed to get it working as desired? Or are you still in need of assistance?
@Lisk89 - Missiles shooting from a unit's origin is the most common problem I see with missiles. I, personally, get this issue all the time as well. Typically it means that one or more of your fields is bugged OR incorrectly filled. Start by checking the events on the Missile Actor and the Missile Attack (Action) Actor. If those are correct, look at the Launch Attachment Query, Launch Site, Launch Site Operations, Host and Host Site Operations fields.
If none of these fields yield and better results, post your map and I can take a look.
@cartmenbeck - I didn't check your map, but that's mainly because it only takes a few short steps to attach a unit to another unit:
Make a Marine Model
Make a Model Actor using the Marine Model
Set Host to the Predator Actor
Set Host Site Operations to SOpAttach[location]
Add any additional Site Operations for adjusting
Create Site Operation Actors as needed
Set Events to:
Actor Creation > Animation Play ([Name], Animation Properties: Stand, Flags: Play Forever)
UnitBirth.[Host] > Create
UnitDeath.[Host] > Destroy
At this point, your Marine should be attached to your predator. If you want your Marine to shoot, create a ranged weapon for the Predator and tie the Marine's animations to that weapon with events:
The actual event names might be slightly off (recalling from memory), but that will make the marine fire whenever the Predator uses its ranged weapon and prevent animation freezing by clearing the animation when moving.
@Paranoiks - Can you be a little more descriptive? Are you wanting the same ability on the drone, or the model for the shield around the drone at all times?
That sounds like the normal buggy-ness that Variance Rotation has with multiple attachments :(
Try using Explicit Rotation with Local enabled. I actually changed the tutorial to reflect this discovery (someone brought it up), but it seems that the update either didn't hold or was rolled back. I'll go through and update the tutorial to include this once again when I have the chance.
@Eltonbrand - I believe I have what you want using custom movers and a few Site Operation actors, but until I get my Retail SC2 patcher working I can't make a test map to confirm. When I work out my issue, I'll throw up a map so you can see if it's what you had in mind :)
@Yaos01 - It appears that your left side Spine Crawlers are pulling information from the Ultralisk for their scale and location. When I turn off certain property transfers they move around and change sizes. I haven't figured out what exactly will fix them, but it's a start. Also, when did you start having this problem, or have you always had it?
@Xenrathe - If by Pre-Existing you mean stock, then sort've. Blizzard has done something that makes editing stock ANYTHING very frustrating. If you edit something it will undo it, other fields are simply locked and will be removed entirely if you try to edit another field. It's frustrating and insulting to us mappers :( So until Blizzard fixes the error of their ways, I'd suggest that you make everything from scratch to avoid this issue.
If this isn't what you mean, then are you making sure you don't have the entire field highlighted when you edit something? I have accidentally erased fields in Raw Data View by forgetting to clear the auto-highlight.
@Eltonbrand - I have no idea what the WC3 editor was like, so I'm not sure what you mean by the sphere ability. As for revolving actors, are you wanting the actor to orbit another object or rotate in place?
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
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.
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
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
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.
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@SaucySC - Check out my new Attachments Tutorial @DAssassin - Same
For both of you I think it will help you sort out the issues you are having.
@Flettir - I've attached a map to this post. It's a patchwork unit I made that I believe has many of the functions you are striving for. While it's one of my earlier, less efficient setups (when I was still mastering all the parts) it functions as desired with regards to multiple weapons firing simultaneously at separate targets. Check it out and let me know if that helps.
@KratsAU - You should check out this Trigger Attachments Tutorial. I think it has what you're wanting in terms of multi-part units. Also, I believe it would be possible to remove tentacles as health reaches certain points.
You'd need to setup damage responses on the buffs OR create validators that disable buffs until the unit reaches a certain health value. Then you could have the Turret Actor (Actual Turret) and Turret Model Actor (Spine Crawler) have events that destroy them when those buffs are active on the Uberlisk. Something like:
The Behavior could then remove the weapon from the unit.
@Sanctitty - I got started towards the end of the Beta. I began making my own map and realized that I could learn faster by making tutorials. While this make come as a surprise, many of my tutorials are on subjects I knew nothing about prior to making them. Thus I would take something I didn't know how to do, figure it out and then explain it to others. I find that the best test of your skills is whether or not you can teach someone else. The mindset for learning is entirely different when you're trying to figure out the best way to explain it to someone else. :D
@zenx1 - Check out my new Turrets Tutorial. I think this will help you with your turret problems.
@ Wolfnet18 & Yumeii - I don't have time currently to check your maps, but if I remember I'll come back and look at them when I've finished catching up on my work (real life issues put me behind Xp). If after a few days I haven't replied, feel free to post again to remind me :)
@OverPoweredZ - I'm not entirely sure what you are asking. Are you wanting to attach a model and then have hangar units fly out of it? Like with Carrier Interceptors, only on a different unit and based out of this attachment?
I've mentioned several different things. Could you be more specific about which example I'd be uploading?
Pretty much the same setup as cartmen's Marine rider. One thing you "might" need to play with is freeze the shield animation so that it doesn't pulse endlessly. The model's stock animation isn't static and is setup to only be an impact shield as opposed to a continuous shield. I believe the event is called Animation Set Pause or something very similar to that.
If you want to post your map I can look into it. If you've ever taken a look at some of the test maps of mine that get put the in the news (Like the Psyborg) you'll notice that my offsets and vectors have seemingly random number values. This is because often times certain anchor points have a strange axis of rotation to begin with and require a LOT of tweaking to get right. Might help you :)
@TimeForPlanB - So I'm assuming from the picture you managed to get it working as desired? Or are you still in need of assistance?
@Lisk89 - Missiles shooting from a unit's origin is the most common problem I see with missiles. I, personally, get this issue all the time as well. Typically it means that one or more of your fields is bugged OR incorrectly filled. Start by checking the events on the Missile Actor and the Missile Attack (Action) Actor. If those are correct, look at the Launch Attachment Query, Launch Site, Launch Site Operations, Host and Host Site Operations fields.
If none of these fields yield and better results, post your map and I can take a look.
@cartmenbeck - I didn't check your map, but that's mainly because it only takes a few short steps to attach a unit to another unit:
At this point, your Marine should be attached to your predator. If you want your Marine to shoot, create a ranged weapon for the Predator and tie the Marine's animations to that weapon with events:
WeaponStart.[Name].AttackStart > Animation Play (Name: Attack; Animation Properties: Attack)
WeaponStop.[Name].AttackStop > Animation Clear (Attack)
UnitMovementUpdate.*.Walk > Animation Clear (Attack)
The actual event names might be slightly off (recalling from memory), but that will make the marine fire whenever the Predator uses its ranged weapon and prevent animation freezing by clearing the animation when moving.
@Paranoiks - Can you be a little more descriptive? Are you wanting the same ability on the drone, or the model for the shield around the drone at all times?
That sounds like the normal buggy-ness that Variance Rotation has with multiple attachments :(
Try using Explicit Rotation with Local enabled. I actually changed the tutorial to reflect this discovery (someone brought it up), but it seems that the update either didn't hold or was rolled back. I'll go through and update the tutorial to include this once again when I have the chance.
@Eltonbrand - I believe I have what you want using custom movers and a few Site Operation actors, but until I get my Retail SC2 patcher working I can't make a test map to confirm. When I work out my issue, I'll throw up a map so you can see if it's what you had in mind :)
@Yaos01 - It appears that your left side Spine Crawlers are pulling information from the Ultralisk for their scale and location. When I turn off certain property transfers they move around and change sizes. I haven't figured out what exactly will fix them, but it's a start. Also, when did you start having this problem, or have you always had it?
@Xenrathe - If by Pre-Existing you mean stock, then sort've. Blizzard has done something that makes editing stock ANYTHING very frustrating. If you edit something it will undo it, other fields are simply locked and will be removed entirely if you try to edit another field. It's frustrating and insulting to us mappers :( So until Blizzard fixes the error of their ways, I'd suggest that you make everything from scratch to avoid this issue.
If this isn't what you mean, then are you making sure you don't have the entire field highlighted when you edit something? I have accidentally erased fields in Raw Data View by forgetting to clear the auto-highlight.
@Eltonbrand - I have no idea what the WC3 editor was like, so I'm not sure what you mean by the sphere ability. As for revolving actors, are you wanting the actor to orbit another object or rotate in place?
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
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.
NP :)
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
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
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
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.