It does the same thing for the marine, please actually test the map, we will solve the problem faster if you can see the problem. It only takes 2-3 minutes.
It does the same thing for the marine, please actually test the map, we will solve the problem faster if you can see the problem. It only takes 2-3 minutes.
Try looking at the map first, it is referencing the Site actor created by the Model actor to the target, it just won't stick to the target. Isn't going to the target point, it is actually attaching to the correct Site actor on the Unit but won't follow the unit.
It is attaching to the correct position on the correct unit, but it wont stay connected to the unit, I tried messing with the site actors but i couldn't get the right effect.
I cannot change the art of the tentacle to the sentry beam or it wont appear, I've tried switching the animations in the events (I don't know if I've done it correctly though).
I think it might have to do that im using a damage effect, instead of a persistent, like neural but idk.
I've set it up like neural parasite, i have got the tentacle to connect, but i have 2 problems; The tentacle will not attach to the unit it collides with but to the point where it collides, and I cannot change the art of the tentacle or it wont appear, I've tried switching the animations in the events (I don't know if I've done it correctly though).
I was able to edit it to get sort of what i wanted but there is a problem, I don't know how to make the tentacle "attach" to the target after it has hit the target, but everything else seems to work thank you.
EDIT: also I can't get the tentacle to attach to anything other than the ground
Well it works(the application of the effect that is), so the effect is applied to the missile because it collides with a target. It is a field UNDER the Launch Missile effect. I'll try changing the model and see if it works, but i doubt it.
@DrSuperEvil: Go
The ability does not target a unit, it targets a point on the ground.
When you cast the ability, it shoots a missile that will collide with any unit it the missile's path. I would like a beam to be created between the casting unit and the missile when the ability is cast. Just clarifying.
Attachment - Impact Attachment Query - Methods, it is about 4 fields above the one affecting the launch location.
Attachment - Impact Attachment Query - Methods, do not affect anything, because the beam is not attaching to the the missile at all it is attaching to the target point on the ground (of the ability) and not the missile. That is one of my problems, I need to know how to attach the beam to the missile instead of the target point.
@DrSuperEvil: Go
ah sorry here they are Tentacle
Missile
Action
Thank you, i will look at that and learn :D
@DrSuperEvil: Go
The missile does not target a unit, it targets a point, if it collides then a tentacle is connected.
Here are the events for the Action actor
Missile
Tentacle
-.-, So use a persistent, or behavior?
edit: using a persistent didn't work, i tried making one on my own then just copying neural's, nothing worked
@DrSuperEvil: Go
Actor Events for the tentacle
@DrSuperEvil: Go
It does the same thing for the marine, please actually test the map, we will solve the problem faster if you can see the problem. It only takes 2-3 minutes.
Try looking at the map first, it is referencing the Site actor created by the Model actor to the target, it just won't stick to the target. Isn't going to the target point, it is actually attaching to the correct Site actor on the Unit but won't follow the unit.
@DrSuperEvil: Go
It is attaching to the correct position on the correct unit, but it wont stay connected to the unit, I tried messing with the site actors but i couldn't get the right effect.
I cannot change the art of the tentacle to the sentry beam or it wont appear, I've tried switching the animations in the events (I don't know if I've done it correctly though).
I think it might have to do that im using a damage effect, instead of a persistent, like neural but idk.
@DrSuperEvil: Go
I've set it up like neural parasite, i have got the tentacle to connect, but i have 2 problems; The tentacle will not attach to the unit it collides with but to the point where it collides, and I cannot change the art of the tentacle or it wont appear, I've tried switching the animations in the events (I don't know if I've done it correctly though).
@DrSuperEvil: Go
I was able to edit it to get sort of what i wanted but there is a problem, I don't know how to make the tentacle "attach" to the target after it has hit the target, but everything else seems to work thank you.
EDIT: also I can't get the tentacle to attach to anything other than the ground
@DrSuperEvil: Go
Well it works(the application of the effect that is), so the effect is applied to the missile because it collides with a target. It is a field UNDER the Launch Missile effect. I'll try changing the model and see if it works, but i doubt it.
EDIT: did not work
@DrSuperEvil: Go
Under the Launch Missile effect, there is a field for "Launch effect" you create the persistent through this field.
I tried applying a behavior to the missile and attaching the beam to the missile, but it did not work.
@DrSuperEvil: Go
Searches the area for units, then applies a damage effect and suicides
@DrSuperEvil: Go
There is already a persistent on the missile
@DrSuperEvil: Go The ability does not target a unit, it targets a point on the ground.
When you cast the ability, it shoots a missile that will collide with any unit it the missile's path. I would like a beam to be created between the casting unit and the missile when the ability is cast. Just clarifying.
The Art-Missile field is has no real value in it.
How do i fix the problem?
Attachment - Impact Attachment Query - Methods, do not affect anything, because the beam is not attaching to the the missile at all it is attaching to the target point on the ground (of the ability) and not the missile. That is one of my problems, I need to know how to attach the beam to the missile instead of the target point.
I don't think so, because I have no idea what that is. Almost everything is default.
I thought the beam creation happened through the Action actor so that is why i destroyed it in the events.
They are default from the Photon Cannon Attack Missile.
I don't mean to come off as mean, just trying to answer your questions.