Well when I did it the spines didn't render... wouldn't that conflict with the signals relaying from the Uberlisk anyway?
Also, what would be inputted into the "Inherit Type" and "Overriding Length" fields? I'm assuming "Inherit Type" should remain at "Continuous" but I am unsure as to what the "Overriding Length" field does...
BUT I did find out that the problem is actually in the Local Offsets... when I use only the Attachment Site Operations, anything updates correctly. But when I attached the marine models and gave them the Local Offsets, even they did not update. Hopefully that gets us somewhere.
Well, I successfully attached a marine model and it behaved as I want the Spine Crawlers to (with the only thing under "Host Site Operations +" being "SOpAttachSpineL/R"... however the Crawlers still do not function as planned...
Do you perhaps mean attach a [Marine] model via this method and then attach the Crawlers to the model instead of simply adding the model (I bet the answer is yes)?
Also, the AutoScan (aggro) and direct attacking worked by simply checking the "Can Initiate Attack" under the "(Basic) Weapon: Options" field per each "Impaler Tentacle" weapon, for anyone who would like it.
I have looked into that, it did not resolve the issue with the Spine Crawlers not attaching to the Uberlisk's "back" (or "frill", if you will) while standing still or attacking with the Kaiser Blades replica weapon (not the crawlers). However, as I said earlier, they do dynamically update and move with the attachment points "Target 07" and "Target 08" as the Uberlisk walks. I strongly believe it is an issue with the "SOpAttachSpineL" and "SOpAttachSpineR" actors.
The Uberlisk's Spine Crawlers also only activate when "aggro-ed"; when I order it to attack, say, an ally, the Spine Crawlers to not attack and the Kaiser Blades replica weapon is the only weapon used. I'm not sure if this is a bug or intended. BTW I made the "Impaler Tentacle" weapons able to attack air as well as ground, and the Uberlisk can be attacked by air-only weapons (such as the Viking's AA missiles) much like a Colossus. The prime example of the Uberlisk not being able to engage valid foes (walk over to them or directly target them) with the Impaler Tentacle is seen when Vikings and Phoenixes attack the Uberlisk and the Uberlisk runs away, due to the longer range of the Viking and Phoenix, as opposed to waling over and beating the crap out of the aggressor with the Impaler Tentacles. Again, I am unsure if this is an issue or if I did something wrong (probably the latter).
My main concern is the attachment of the Spine Crawler actors to the Uberlisk actor in the Standing position, but I thought I'd ask about a few other things while I was at it.
I have provided a download for the map (as many already have) and I hope that if you have time to spare you (or someone else) can check out the problem and attempt/succeed to fix it or tell on this forum how future people may want to tackle the issue.
I added a couple of abilities and things (Swarm Frenzy, Spawn Slaughterlings, and Analeptic Overload), all of which are in beta stages, so if you do download the map you can test those out for yourself. I temporarily took off Spawn Slaughterlings from the Uberlisk because I accidentally messed up the Zergling spawn (that made no sense but you'll understand when you see it). A few minor comments regarding abilities:
-Slaughterlings do not spawn Zerglings constantly until death (at all; unintended)
-Impact of Impaler Tentacle causes timed-life Broodlings to spawn once per impact (intended, will replace with something cooler later)
-Swarm Frenzy drop pods do not disappear (I have tried fatal damage to kill the unit, actor does not disappear; will try "Destroy" in Events +)
-Swarm Frenzy drop pods do not get created offset as specified in the respective effect
-Analeptic Overload animation bugged due to accidental deletion of Uberlisk actor Event; Spines do not attach when "roaring" when the animation played
Sorry for the long post, I just wanted most of my concerns to be over and done with, I wasn't sure if I should post on a different topic for the abilities (probably should have). Anyway I hope things get fixed, or if anyone can diagnose the issue. Thank you!
So... what you are saying is that I must add a "Site Operation (Explicit Rotation)" actor... then what would I do with it? I am under the impression that you would add it to the "Host: Host Site Operations +" under each of "Spine L1", "Spine L2", etc., but when I do that, the editor renders the Spine Crawler models at 100% scale...
That exact thing is happening to me. However they do update when certain Effects occur and when it is in walking state... any suggestions, anyone?
Otherwise it's fine. It appears that the actor "SOpAttachSpineL" does not dynamically update with the attachment points when in "Stand" state. When it is attacking with its melee attack that also counts as its "Stand" state.