Pretty sure I did the supporter stuff right. Wasn't sure if the :: was necessary but tried with and without and it didn't make a difference.
The sphere doesn't move along the ground, it moves the same way the tip of the spine crawler would.. it launches itself directly at the target then follows an upward curve back into position.
The beam was set to SpineL1Beam. I set them to blank for all the spines. Still no luck.
I double checked on the effect I have the ammo unit set to my Missile - Impaler Tentacle X unit (L1, L2, etc) and those units do exist.
In the Spine X Missile actors, I have the token - unit name set to Missile - Impaler Tentacle X, I checked that the model is set to invisible, and I have the refset event defined as such:
MotionPhaseStart
- Term: MotionPhase, Index: 0
- Msg Type: Reference Set
- - Target = ::Supporter
- - Reference Name = Custom (SpineL1Tentacle)
- - Reference Source = System (Self)
In the Spine Attack X I have Launch effect set to Impaler Tentacle X Missile and I set the beam to blank as you said. Launch site is my Spine X Site, which has the ActorCreation.SpineX - Create and ActorDestruction.SpineX - Destroy events and has Host+ set to SpineX and HostSiteOps+ set to SOpAttachHardPoint.
Can't think of anything else too relevant. Still getting the same unable to create unit actor errors and seeing spheres being tossed.
Tried looking over my missiles.. effects.. units.. tokens. My tentacles are just throwing the default model sphere at things rather than stretching out. There's an error:
Scope[ImpalerTentacleL1, Unit] Unable to create unit actor. Creating fallback sphere unit.
If I change the ammo to something else, like the peanut, then it throws peanuts. No more error. Can't get them to stretch though. Any idea?
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@DrSuperEvil: Go
Pretty sure I did the supporter stuff right. Wasn't sure if the :: was necessary but tried with and without and it didn't make a difference.
The sphere doesn't move along the ground, it moves the same way the tip of the spine crawler would.. it launches itself directly at the target then follows an upward curve back into position.
@DrSuperEvil: Go
The beam was set to SpineL1Beam. I set them to blank for all the spines. Still no luck.
I double checked on the effect I have the ammo unit set to my Missile - Impaler Tentacle X unit (L1, L2, etc) and those units do exist.
In the Spine X Missile actors, I have the token - unit name set to Missile - Impaler Tentacle X, I checked that the model is set to invisible, and I have the refset event defined as such:
MotionPhaseStart
- Term: MotionPhase, Index: 0
- Msg Type: Reference Set
- - Target = ::Supporter
- - Reference Name = Custom (SpineL1Tentacle)
- - Reference Source = System (Self)
In the Spine Attack X I have Launch effect set to Impaler Tentacle X Missile and I set the beam to blank as you said. Launch site is my Spine X Site, which has the ActorCreation.SpineX - Create and ActorDestruction.SpineX - Destroy events and has Host+ set to SpineX and HostSiteOps+ set to SOpAttachHardPoint.
Can't think of anything else too relevant. Still getting the same unable to create unit actor errors and seeing spheres being tossed.
Tried looking over my missiles.. effects.. units.. tokens. My tentacles are just throwing the default model sphere at things rather than stretching out. There's an error:
Scope[ImpalerTentacleL1, Unit] Unable to create unit actor. Creating fallback sphere unit.
If I change the ammo to something else, like the peanut, then it throws peanuts. No more error. Can't get them to stretch though. Any idea?