This is odd... When copying the marauder actor, the "Abil.attack.Readystart" event doesn't show up on the new actor copying it. I have tried adding it manually but it seems to have no effect.
Also, apparently the Mengsk and Merc marauders don't have that event.
Are they the actor events that say "Effect.[Launch Missile].Start"? Because I have changed them to my custom launch missile effect. However, the animations play in a stilted manner that I described earlier.
Yes, I have changed that to refer to my custom launch missile effect. I have figured out the sound and missile launch problems (the problem lay with not creating a new unique entry for every single effect in the custom marauder's "set" in effects).
My issue now is, how do I make the animations work more like the regular marauder? In that the marauder kind of takes a ready stance and readies the next arm it's going to fire from? Because I've gone into the custom marauder's actor events and changed all references to "punisher grenades" to my custom launch missile effect (again, I'm sorry I can't provide a screenshot) but the most this does is have the custom marauder often firing off a shot but the wrong arm is prepared and the moment the missile is launched, it assumes its default standing position.
Apparently, if I don't make custom entries for the Slow Effect and the Damage AoE in the Custom Marauder Attack Set (they can all be copied and unchanged), then it will cause those errors. I thought that those entries would be irrelevant, but they're absolutely relevant and necessary to making the sounds work and the attacks work without throwing errors. I wish I could provide a screenshot.
EDIT: This also fixes the issue of the grenades being stuck to the ground and launching only from one side and not from between the unit's feet. I'll post an update if after I change the Actor events to refer to my custom weapon to say if it all works perfectly.
EDIT 2: The animations are a bit jerky. The custom marauder doesn't take the "prepared" stance like a normal marauder does and kind of only raises his left arm to shoot (even though the grenades are launching from the proper sides and alternating correctly).
EDIT 3: How could I fix the animation being a little awkward/stiff and it not doing the ready animation like the regular marauder?
The entries are just default, so why does this error only occur when I create a new Attack Actor copied from the marauder attack actor and affect them both? If I delete the new attack actor then the default marauder (even though it has entries in both the missile and beam entries) starts working properly again.
I've also tried setting the art:beam to blank and creating a whole new missile for the custom attack actor but neither option has worked.
"CActorAction[LeonAttack] Can only create one CActor Action per effect [PunisherGrenadesLM]"
"CActorAction[MarauderAttack] Data configuration error; ActionImpact message arrived before [58 c] CActorAction[MarauderAttack] commenced."
"CActorAction[MarauderAttack] Data configuration error; ActionImpactPhysics arrived before [58 c] CActorAction[MarauderAttack] commenced."
In-game, when the default marauder of the custom marauder Leon start attacking, It's just these errors over and over again with no sound and incorrect animations and launch points.
Up in the original post you can see in the picture titled "LeonEvents" how I have the actor events set up. Art:Beam is set to the default parent value. Art: Missile is also set to use the default value copied from the original marauder. You can see how I have it set up in "LeonLaunchMissile" for the effect and you can see how I have the attack actor set up in "LeonAttackActor" both in the first post. In a later post you can see that I changed the effectLaunch field on the bottom right to correspond with the ID of my custom launch missile entry (which I had to type in manually).
The biggest thing for me right now is getting the sounds to work, and I have no idea how the custom attack actor is set up that disables sound on the default marauder as well (even though I have touched nothing on it). Also, in-game, it gives me "cActor events" errors about Leon and the Marauder saying it can only create one actor or something.
The art:beam was there by default (even in a default map that the editor opens) for the marauder. I set it to blank but the whole problem with the missile launching from the model origin and hugging the ground still occurs. Unfortunately I can't upload more screenshots to show you.
They are launching from between the feet, yes, as well as hugging the ground even when over a cliff. And I did change the action actor to use the custom launch missile effect.
I have found it! Sorry, I've just never heard of this section of the data editor before. Though I also realize that creating an Attack actor copied off the marauder breaks the vanilla marauder's attacks as well (no sound, grenades only coming from one side, etc). I created a new Attach method and applied it thusly, but in testing, there is still no sound (and there are still incorrect launch points of the missiles) from either my custom marauder or my vanilla marauder.
So I will need to create my own data entry of "pattern" type (like I would an actor or unit) and copy it from the marauder's pattern so I can assign the effect to it without affecting the default marauder?
EDIT: I guess that isn't a thing. Anyways, is this what you're referring to when you say "Pattern type attach method"?
I guess this is impossible to get perfect (unless someone wants to make a tutorial?).
This is odd... When copying the marauder actor, the "Abil.attack.Readystart" event doesn't show up on the new actor copying it. I have tried adding it manually but it seems to have no effect.
Also, apparently the Mengsk and Merc marauders don't have that event.
You mean the event that says "ActorCreation" and below it says "StatusSet WeaponNext 0"?
Are they the actor events that say "Effect.[Launch Missile].Start"? Because I have changed them to my custom launch missile effect. However, the animations play in a stilted manner that I described earlier.
Yes, I have changed that to refer to my custom launch missile effect. I have figured out the sound and missile launch problems (the problem lay with not creating a new unique entry for every single effect in the custom marauder's "set" in effects).
My issue now is, how do I make the animations work more like the regular marauder? In that the marauder kind of takes a ready stance and readies the next arm it's going to fire from? Because I've gone into the custom marauder's actor events and changed all references to "punisher grenades" to my custom launch missile effect (again, I'm sorry I can't provide a screenshot) but the most this does is have the custom marauder often firing off a shot but the wrong arm is prepared and the moment the missile is launched, it assumes its default standing position.
I FIGURED OUT THE SOUND AND ERROR PROBLEMS
Apparently, if I don't make custom entries for the Slow Effect and the Damage AoE in the Custom Marauder Attack Set (they can all be copied and unchanged), then it will cause those errors. I thought that those entries would be irrelevant, but they're absolutely relevant and necessary to making the sounds work and the attacks work without throwing errors. I wish I could provide a screenshot.
EDIT: This also fixes the issue of the grenades being stuck to the ground and launching only from one side and not from between the unit's feet. I'll post an update if after I change the Actor events to refer to my custom weapon to say if it all works perfectly.
EDIT 2: The animations are a bit jerky. The custom marauder doesn't take the "prepared" stance like a normal marauder does and kind of only raises his left arm to shoot (even though the grenades are launching from the proper sides and alternating correctly).
EDIT 3: How could I fix the animation being a little awkward/stiff and it not doing the ready animation like the regular marauder?
The entries are just default, so why does this error only occur when I create a new Attack Actor copied from the marauder attack actor and affect them both? If I delete the new attack actor then the default marauder (even though it has entries in both the missile and beam entries) starts working properly again.
I've also tried setting the art:beam to blank and creating a whole new missile for the custom attack actor but neither option has worked.
"CActorAction[LeonAttack] Can only create one CActor Action per effect [PunisherGrenadesLM]"
"CActorAction[MarauderAttack] Data configuration error; ActionImpact message arrived before [58 c] CActorAction[MarauderAttack] commenced."
"CActorAction[MarauderAttack] Data configuration error; ActionImpactPhysics arrived before [58 c] CActorAction[MarauderAttack] commenced."
In-game, when the default marauder of the custom marauder Leon start attacking, It's just these errors over and over again with no sound and incorrect animations and launch points.
Up in the original post you can see in the picture titled "LeonEvents" how I have the actor events set up. Art:Beam is set to the default parent value. Art: Missile is also set to use the default value copied from the original marauder. You can see how I have it set up in "LeonLaunchMissile" for the effect and you can see how I have the attack actor set up in "LeonAttackActor" both in the first post. In a later post you can see that I changed the effectLaunch field on the bottom right to correspond with the ID of my custom launch missile entry (which I had to type in manually).
The biggest thing for me right now is getting the sounds to work, and I have no idea how the custom attack actor is set up that disables sound on the default marauder as well (even though I have touched nothing on it). Also, in-game, it gives me "cActor events" errors about Leon and the Marauder saying it can only create one actor or something.
Tech level? What does that mean in terms of the editor?
The art:beam was there by default (even in a default map that the editor opens) for the marauder. I set it to blank but the whole problem with the missile launching from the model origin and hugging the ground still occurs. Unfortunately I can't upload more screenshots to show you.
They are launching from between the feet, yes, as well as hugging the ground even when over a cliff. And I did change the action actor to use the custom launch missile effect.
I have found it! Sorry, I've just never heard of this section of the data editor before. Though I also realize that creating an Attack actor copied off the marauder breaks the vanilla marauder's attacks as well (no sound, grenades only coming from one side, etc). I created a new Attach method and applied it thusly, but in testing, there is still no sound (and there are still incorrect launch points of the missiles) from either my custom marauder or my vanilla marauder.
Which one of these do I select? Because Attach Method isn't an option.
So I will need to create my own data entry of "pattern" type (like I would an actor or unit) and copy it from the marauder's pattern so I can assign the effect to it without affecting the default marauder?
EDIT: I guess that isn't a thing. Anyways, is this what you're referring to when you say "Pattern type attach method"?