I'm going to be spending the next month systematically replacing my tutorials (as needed) with updated versions and videos as time permits now that I've finally finished updating them. This update should fix several of the more recent problems you guys have encountered as a result of patches.
If you're open to it, toss your map up. It would be easier for me to change the IAQ to something that works and then let you know what that value was than to run through the list of them :)
You need to change Impact Attachment Query (IAQ) for the attack actors. There is a long list of alternatives, so start with center and then try others if that one isn't quite right.
Right now they're picking random locations because of the IAQ's default settings.
You have to add that name to the list. So when you enter the name in the text field there is a button that adds it to the list. THEN you can select it for Animation Name. The benefit of this list is that it saves all of the names you add to it so that you can create your own labels to use over and over again.
I honestly have no idea what that warning means. Never seen it before. I'd recommend going to the actor and making sure you have the right model linked and then going to the linked model and making sure you have the correct .m3 file selected for the model.
I do have ask though, are you using model swap events? It mentions it directly in the error message which leads me to believe you might have used the wrong events.
I don't believe this is possible. If it were, the Colossus wouldn't suffer from this problem as well. It would also be nearly impossible to implement correctly because the beam would literally have to bend over the cliff edge in order to not go through it. If they did, the beam would actually NOT be ignoring the terrain height lol.
I just did a Lancer with beam following the Ionic Splitter's one. So it hits one target and then jumps to three another. It all works, just i get one error in-game:
"[LancerDamage2] Can only create one CActor Action per effect"
Lancer Damage 2 effect is based on "Splitter (Damage2)" in tutorial.
Also, what i would like do to is - when the beam hits a target, there's an effect on unit, like a small "cloud" or "explosion" (like in a normal Collossus attack). When there are so many units hit (attack jumps), there are just too many of these "clouds/explosions" and i can't see enemy units under them. How can i make them smaller?
Objects in the Data Editor can't share actors. This means you can't have 2 Action Actors run for the same Effect given that they directly conflict. You will need to created separate Action Actors or remove one of them. I'm assuming you have created the Ionic Splitter and simply added the Lancer ACtor on top of it rather than replacing/altering the Ionic Splitter's Action Actor.
To adjust the size, go to the Scale field on the Actors that are creating the clouds/explosions. If you're creating Blizzard's Stock models, you will need to create additional actors in order to adjust the scale.
Ok, so i made a chain beam weapon like in the tutorial. Problem is that the beam sometimes bounces back to the shooter. Why on earth is it bouncing back at the unit? Its not just visual, cuz a lot of the time instead of hitting 4 targets (can chain 3 times after first hit), it only hits 2 and instead bounces back at the unit. It does no dmg to the unit, but it fucks up the damage a lot. Basically ruining the whole function of the weapon.
If anyone could help i would greatly appreciate it.
Your Target Filters are allowing it to select Player. The lack of damage is because the Damage Effect has the right filter, while the search doesn't. So you're shooting yourself, but then realizing "oh that's me" and preventing the damage.
When i make Lancer, and i duplicate marine, there are far more actors attached to it (compared to what was shown on the screen). When i copy only those, which were copied in the tutorial (Marine and Marine_Death), somehow it doesn't work.
There's an error message: " Model Assets\Units\Terran\Lancer\Lancer.m3; Unable to create this model."
More objects show up as a result of patches, but the process remains unchanged. What you're encountering is something a patch added to the duplication process which is just silly:
When you rename a model, now it also changes the model (.m3) file it was associated with to the name. So it's trying to find a Lancer model that doesn't exist. Just chance the model back to Marine.m3 and it will be fine again. This is the Model field in the Lancer Model object, not the Lancer Model object itself.
The angle changes based on how you've setup Target - Impact Location+ If it's BLAH point, it will use the map's facing with south being the default. If it's BLAH unit it will take the facing of that unit.
The 2nd issue is something I am aware of and will be fixing when I have the time to upload a new test map.
The easiest way to create this would be to create a Behavior on an Invisible Missile Unit that is targeted by the Beam. Then give it a periodic effect that creates a persistent at the unit's location. On that persistent, give it an Initial Delay and a periodic effect as well. The periodic effect would be whatever damage or explosion or search area you wanted the beam to create.
Behavior Buff > Create Persistent (Delayed) > YOUR COOL STUFF HERE
You can control how long the beam chases with the buff's duration and how long the fires stay with the number of periods on the persistent.
In order for the missile to chase, you would setup an ability as follows:
The missile would start with the buff on it from above and it would have a custom mover with whatever speed you wanted and the impact disabled (so that it doesn't die if it reaches the target). Make sure you have an Effect - Damage on the end of the buff to kill the invisible missile.
This is happening because you didn't create the Beam Attack Actor from scratch. You are trying to share the Void Ray Beam Attack with two Beams and this isn't allowed in the editor. Any Beam or Missile can only have one Attack Actor Associated with it, otherwise it bugs out. If you have trigger errors shown it will even spew out errors saying something like this every time the weapon fires.
To delay the beam, add a Create Persistent in before the Set to delay it's creation. You can set the exact time between jumps this way so that the beam "travels" through targets. You will need to match duration of your Actors accordingly so that it looks smooth.
The 2nd issue is something I am aware of and will be fixing when I have the time to upload a new test map.
If you've copied the Void Ray's weapon, then what you want isn't possible because the Void Ray can move while it shoots. Because it can do this, it will turn to face the target as it moves, thus making it impossible for Arc Slop to every work. Disable movement while attacking and lock it's facing and the unit will be able to escape causing the Void Ray to stop attacking, turn and re-aquire.
Beams don't need movermove or whatever it is you are talking about. This is only for use with Site (Mover) as with the Colossus beams that cross over the target area. This is the same for Signal Arrival because you don't need to signal anything unless the beam is attached to a moving site.
Additionally, if you're talking about BasharTeg's issue, search radius has nothing to do with the problem unless the attack is generated by a Search Area that attacks targets within the radius. Unless I misunderstood, he's talking about a weapon that fires at a target. While you CAN setup weapons with searches, this typically isn't the case. It's just a Weapon > Damage/Set/Buff effect chain.
For adding additional splits (I assume you mean beam, splits to 2, splits to 4) just repeat the process for the first split and tack it on to the end of the existing chain. I will warn you, however, that excessive splits get buggy with this setup. I will be fixing it at a later point when I redo portions of the tutorial to address problems and make it more modular.
@mihai14 - actually it is. Unless your diagram isn't showing what you really want, editing the arc value you is how you would accomplish that. . .
@schiZm22 - Open up the model in the previewer and in the bottom right is a bar with the name of the animation playing. You can right click on this and near the top is where you can select other animations the model has. Any of the animations in this list can be linked in Animation Properties* for actor events. So while the diamondback beam has the animation you want, the void ray beam does not.
You need to make the weapon like the Sentry's attack. The weapon fires an Effect - Persistent that is channeled (It's a flag) with the periodic effect being the damage. Then the Beam is tied to this persistent with:
Effect - (Persistent) - Start > Create
Actor Creation > Animation Play (Name: Beam; Animation Properties: Stand; Flags: Play Forever)
@fllwr - There are several places where Response Flags could have been left on. Also, units will still attack if you move within range. I'm assuming you're talking about the Colossus unit, though. So double check the effect chain for Response Flags.
@GePanda - Are you clicking the check box for the parent of a tree? For example, you click the Actors box but uncheck all but one of the actors underneath in the subsection.
@Dwarfius88 - This is actually a problem with a lot of chained effects. What happens is the slight delay between a units death and the creation of the next link causes the beam to no longer have a host unit to fire from. You can try using points rather than units as launch locations so that even if the unit dies, the effect chains along.
@wowace - That's not true. When you are setting the beam you need to select the Lancer Beam Actor and it will automatically change the field to its ID: LancerBeam.
@cavemaneca - I'm not sure of which part you are specifically referring to, but I did fix a number of typos. Let me know if I got the right one.
Yes, you simply need to add multiple beam chains to one of the Sets in the current chain.
Right now it's Beam > Set > Beam > etc.
You would change it to Beam > Set > 2 Beams > 2 Sets > 2 (4 if you want it to double each time) Beams > etc.
I'm going to be spending the next month systematically replacing my tutorials (as needed) with updated versions and videos as time permits now that I've finally finished updating them. This update should fix several of the more recent problems you guys have encountered as a result of patches.
If you're open to it, toss your map up. It would be easier for me to change the IAQ to something that works and then let you know what that value was than to run through the list of them :)
You need to change Impact Attachment Query (IAQ) for the attack actors. There is a long list of alternatives, so start with center and then try others if that one isn't quite right.
Right now they're picking random locations because of the IAQ's default settings.
You have to add that name to the list. So when you enter the name in the text field there is a button that adds it to the list. THEN you can select it for Animation Name. The benefit of this list is that it saves all of the names you add to it so that you can create your own labels to use over and over again.
I honestly have no idea what that warning means. Never seen it before. I'd recommend going to the actor and making sure you have the right model linked and then going to the linked model and making sure you have the correct .m3 file selected for the model.
I do have ask though, are you using model swap events? It mentions it directly in the error message which leads me to believe you might have used the wrong events.
I don't believe this is possible. If it were, the Colossus wouldn't suffer from this problem as well. It would also be nearly impossible to implement correctly because the beam would literally have to bend over the cliff edge in order to not go through it. If they did, the beam would actually NOT be ignoring the terrain height lol.
Objects in the Data Editor can't share actors. This means you can't have 2 Action Actors run for the same Effect given that they directly conflict. You will need to created separate Action Actors or remove one of them. I'm assuming you have created the Ionic Splitter and simply added the Lancer ACtor on top of it rather than replacing/altering the Ionic Splitter's Action Actor.
To adjust the size, go to the Scale field on the Actors that are creating the clouds/explosions. If you're creating Blizzard's Stock models, you will need to create additional actors in order to adjust the scale.
Your Target Filters are allowing it to select Player. The lack of damage is because the Damage Effect has the right filter, while the search doesn't. So you're shooting yourself, but then realizing "oh that's me" and preventing the damage.
More objects show up as a result of patches, but the process remains unchanged. What you're encountering is something a patch added to the duplication process which is just silly:
When you rename a model, now it also changes the model (.m3) file it was associated with to the name. So it's trying to find a Lancer model that doesn't exist. Just chance the model back to Marine.m3 and it will be fine again. This is the Model field in the Lancer Model object, not the Lancer Model object itself.
@mihai14: Go
The angle changes based on how you've setup Target - Impact Location+ If it's BLAH point, it will use the map's facing with south being the default. If it's BLAH unit it will take the facing of that unit.
The 2nd issue is something I am aware of and will be fixing when I have the time to upload a new test map.
@MrZ3r0: Go
The easiest way to create this would be to create a Behavior on an Invisible Missile Unit that is targeted by the Beam. Then give it a periodic effect that creates a persistent at the unit's location. On that persistent, give it an Initial Delay and a periodic effect as well. The periodic effect would be whatever damage or explosion or search area you wanted the beam to create.
Behavior Buff > Create Persistent (Delayed) > YOUR COOL STUFF HERE
You can control how long the beam chases with the buff's duration and how long the fires stay with the number of periods on the persistent.
In order for the missile to chase, you would setup an ability as follows:
Ability - Effect Target > Create Persistent (Delayed) > Search (Finds Target) > Launch Missile (From Persistent)
The missile would start with the buff on it from above and it would have a custom mover with whatever speed you wanted and the impact disabled (so that it doesn't die if it reaches the target). Make sure you have an Effect - Damage on the end of the buff to kill the invisible missile.
@Colt556: Go
This is happening because you didn't create the Beam Attack Actor from scratch. You are trying to share the Void Ray Beam Attack with two Beams and this isn't allowed in the editor. Any Beam or Missile can only have one Attack Actor Associated with it, otherwise it bugs out. If you have trigger errors shown it will even spew out errors saying something like this every time the weapon fires.
@schiZm22: Go
To delay the beam, add a Create Persistent in before the Set to delay it's creation. You can set the exact time between jumps this way so that the beam "travels" through targets. You will need to match duration of your Actors accordingly so that it looks smooth.
The 2nd issue is something I am aware of and will be fixing when I have the time to upload a new test map.
@BasharTeg: Go
If you've copied the Void Ray's weapon, then what you want isn't possible because the Void Ray can move while it shoots. Because it can do this, it will turn to face the target as it moves, thus making it impossible for Arc Slop to every work. Disable movement while attacking and lock it's facing and the unit will be able to escape causing the Void Ray to stop attacking, turn and re-aquire.
@DrSuperEvil: Go
Beams don't need movermove or whatever it is you are talking about. This is only for use with Site (Mover) as with the Colossus beams that cross over the target area. This is the same for Signal Arrival because you don't need to signal anything unless the beam is attached to a moving site.
Additionally, if you're talking about BasharTeg's issue, search radius has nothing to do with the problem unless the attack is generated by a Search Area that attacks targets within the radius. Unless I misunderstood, he's talking about a weapon that fires at a target. While you CAN setup weapons with searches, this typically isn't the case. It's just a Weapon > Damage/Set/Buff effect chain.
@Spudtop: Go
To delay the beam, read my answer above.
For adding additional splits (I assume you mean beam, splits to 2, splits to 4) just repeat the process for the first split and tack it on to the end of the existing chain. I will warn you, however, that excessive splits get buggy with this setup. I will be fixing it at a later point when I redo portions of the tutorial to address problems and make it more modular.
@mihai14 - actually it is. Unless your diagram isn't showing what you really want, editing the arc value you is how you would accomplish that. . .
@schiZm22 - Open up the model in the previewer and in the bottom right is a bar with the name of the animation playing. You can right click on this and near the top is where you can select other animations the model has. Any of the animations in this list can be linked in Animation Properties* for actor events. So while the diamondback beam has the animation you want, the void ray beam does not.
Change the Arc on the Search effect to anything <180. It's currently set to 360 which is what causes the situation you described.
You need to make the weapon like the Sentry's attack. The weapon fires an Effect - Persistent that is channeled (It's a flag) with the periodic effect being the damage. Then the Beam is tied to this persistent with:
@fllwr - There are several places where Response Flags could have been left on. Also, units will still attack if you move within range. I'm assuming you're talking about the Colossus unit, though. So double check the effect chain for Response Flags.
@GePanda - Are you clicking the check box for the parent of a tree? For example, you click the Actors box but uncheck all but one of the actors underneath in the subsection.
@Dwarfius88 - This is actually a problem with a lot of chained effects. What happens is the slight delay between a units death and the creation of the next link causes the beam to no longer have a host unit to fire from. You can try using points rather than units as launch locations so that even if the unit dies, the effect chains along.
@wowace - That's not true. When you are setting the beam you need to select the Lancer Beam Actor and it will automatically change the field to its ID: LancerBeam.
@cavemaneca - I'm not sure of which part you are specifically referring to, but I did fix a number of typos. Let me know if I got the right one.
@cronustbe - Turrets Tutorial
Not a problem, arturus :)