I got it working(I even set the Target: Launch Offset back to 0,0,0 and it still correctly launches from the correct AttachPoint. I suspect in my desperation I changed an old setting somewhere that fix it... )...
But now I have a new problem.
The missile will not move to the random points I set up in the Create Persistant Effects ...
They all just go straight to the center of the target.
I can see surrounding units occasionally take damage tho, so I know that part is working.
I just need the missiles to move to the Periodic Offsets I have set up in the Create Persistant Effects.
Thanks for your assistance btw. Even if Im not catching on so well its nice to have some help. :)
EDIT: Ok! I think I got everything working.
Turns out I needed to set the Launch Effect token in the Attack Action to match the Launch Missile effect not the First Effect in the chain.
Im very new to SC2 modding, having only been at it for about a week.
Currently I have successfuly created a new weapon for the marine.
Much like a Marauder's Punisher Grenades, this weapon fires a projectile at the target.
It is set up to use a Persistant Effect, which uses a Launch Missile effect to fire the projectile twice.(via period count and duration in the Persistant Effect)
The weapon is also actualy two weapons. One fires at max range of 10 and min range of 5, while the second fires from 5 to 1.
(the second is hidden and this setup is mostly so I can have more control over accuracy over range)
Everything works fine so long a the marine is out of the bunker, but when I load him into the bunker the marine will not fire.
I tested with a default Marauder just to see if I had maybe messed up the bunker, but the Marauder fires just fine.
Are there any specific values I should know about that may cuase this?
Any help at all would be appreciated. I am sure it is probly a small and stupid mistake Im overlooking, so any little detail would be helpful.
Thanks in advance. ;)
EDIT: Solved. Seriously a small problem as I thought. I will post the answer here incase any other newb like me has this problem:
I had the weapons "Pathing Ammo Unit" set to the Projectile "Unit". Clearing that allowed the weapon to fire from the bunker. lol *sigh* ... little details. They are my bane... :D
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Is there a specific advantage to Site type actors?
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I got everything set the way I wanted, and was able to successfully replicate it to another unit type.
I think it turned out nice:
Thanks for putting up with me DrSuperEvil.
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Im not actually using a Site actor.
Well besides the defaults in the Attack Action.
I got it working(I even set the Target: Launch Offset back to 0,0,0 and it still correctly launches from the correct AttachPoint. I suspect in my desperation I changed an old setting somewhere that fix it... )...
But now I have a new problem.
The missile will not move to the random points I set up in the Create Persistant Effects ...
They all just go straight to the center of the target.
I can see surrounding units occasionally take damage tho, so I know that part is working.
I just need the missiles to move to the Periodic Offsets I have set up in the Create Persistant Effects.
Thanks for your assistance btw. Even if Im not catching on so well its nice to have some help. :)
EDIT:
Ok! I think I got everything working.
Turns out I needed to set the Launch Effect token in the Attack Action to match the Launch Missile effect not the First Effect in the chain.
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I got the Missile to attach to the Attachment Point, but it seems weird HOW I did.
All I did was set Target: Launch Offset to 0,0,2.
(it was default 0,0,0)
Is there some reason why that would work?
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Well after testing and trying things, the custom site actor has not changed anything, and the Launch Force Site flag didn't do it either.
In the interest of providing as much info as I can the weapon/effect chain is:
Weapon (Type: Legacy, Parent: CWeaponLegacy)
>Effect1 (Type: Search Area, Parent: Default Effect (CEffectEnumArea))
->Effect2 (Type: Create Persistant, Parent: Default Effect (CEffectCreatePersistant))
-->Effect3 (Type: Create Persistant, Parent: Default Effect (CEffectCreatePersistant))
--->Effect4 (Type: Create Persistant, Parent: Default Effect (CEffectCreatePersistant))
---->Effect5 (Type: Launch Missile, Parent: Default Effect (CEffectLaunchMissile))
----->Effect6 (Type: Search Area, Parent: Default Effect (CEffectEnumArea))
------>Effect7 (Type: Damage, Parent: DU_WEAP_MISSILE)
If you need any specific information I can provide.
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Where in the Site Actor do I set the Attachment Points?
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In the Attack Action, Ive set Launch Attachment Query to the Overhead Attachment Point, via an Attachment Method.
I know its the right attachment point, because the correct Launch Assets(muzzle flare) are being played at the correct location.
But the Missile itself is being launched from what appears to be the Center Attachment Point.
Does anyone know how to get the missile to launch from the same Attachment Point, as the Launch Assets?
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Im very new to SC2 modding, having only been at it for about a week. Currently I have successfuly created a new weapon for the marine. Much like a Marauder's Punisher Grenades, this weapon fires a projectile at the target.
It is set up to use a Persistant Effect, which uses a Launch Missile effect to fire the projectile twice.(via period count and duration in the Persistant Effect) The weapon is also actualy two weapons. One fires at max range of 10 and min range of 5, while the second fires from 5 to 1. (the second is hidden and this setup is mostly so I can have more control over accuracy over range) Everything works fine so long a the marine is out of the bunker, but when I load him into the bunker the marine will not fire. I tested with a default Marauder just to see if I had maybe messed up the bunker, but the Marauder fires just fine.
Are there any specific values I should know about that may cuase this? Any help at all would be appreciated. I am sure it is probly a small and stupid mistake Im overlooking, so any little detail would be helpful. Thanks in advance. ;)
EDIT: Solved. Seriously a small problem as I thought. I will post the answer here incase any other newb like me has this problem:
I had the weapons "Pathing Ammo Unit" set to the Projectile "Unit". Clearing that allowed the weapon to fire from the bunker. lol *sigh* ... little details. They are my bane... :D