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    posted a message on How to launch Projectiles from Projectiles?

    I added the carpet bomb effect to the Impact Effects field of the second Launch Missile Effect.

    It resulted in a trail of explosions that followed the First Launch Missile through its mid air flight path.

    The Second Launch Effect's Missile was not seen.

    Posted in: Data
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    posted a message on How to launch Projectiles from Projectiles?

    The second Launch chain is originating from a behavior on the first Launch's Projectile Unit.

    ... Is the second Launch Missile Effect connected in some way to the first Launch Missile Effect's Action Actor that would illicit that bug?

    (First launch is from an ability and not a weapon if that matters)

     

    EDIT:

    Ill try the carpet bomb thing and see what happens.

    Posted in: Data
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    posted a message on Is there a way to only jump down from cliffs? (Solved)

    ... I ... don't have HotS. :P

    Just a WoL pleb here. DX

     

    Re-looking at the dependencies the expansions are there, but Im not sure if I have access to them?

    Never really bothered to check.  O.O

    Posted in: Data
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    posted a message on How to launch Projectiles from Projectiles?

    The secondary missile launch(the debug missile launch) has never actually called an impact effect. It is the last effect in the chain.

    Its just a missile visual for the purpose of identifying the location and or direction of the current settings. It is calling the Alert I set tho, so I know its being called at least.

    Posted in: Data
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    posted a message on Is there a way to only jump down from cliffs? (Solved)

    Er, I guess I should have mentioned I don't want a manual ability. Sorry.

     

    I want to replicate the Reapers auto jumping, but limited to going down only.

    The reaper uses a behavior to do this and I couldn't find a field for a validator.

     

    But Ill take another look, maybe I missed something.

    Posted in: Data
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    posted a message on Is there a way to only jump down from cliffs? (Solved)

    I got as far as being able to prevent the unit from jumping up, but then they get stuck and refuse to move.

    Trying to disable the jump behavior causes a crash.

    Using a non missile mover for the up portion of the behavior results in a crash.

     

    I can identify the launch and filter only the up launch in the unit actor's Events+, but I can't figure out how to cancel the action without a unit freeze or game crash.

    Posted in: Data
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    posted a message on Is it possible to tell a missile to nullify itself, from it's Actor's Events+ tree?

    Im using Parabola for these.

     

    I still get the below ground error messages even after resetting the clearance, so it seems to be the offset positions clipping into nearby cliffs.

    Hopefully Parabola doesn't explode on mid air arrival...

    (Tho I suppose I could just add another phase and throw them into the ground...)

    Posted in: Data
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    posted a message on How to launch Projectiles from Projectiles?

    Period durations for both the behavior and the Create Persistent Effect are non-Zero. (0.5 and 1 respectively)

    Second missile targets a point. If the Target Point is in the Air will that cause issues?

     

    As for the Missile Actor, Is there anything specific I should look for?

    Im reusing the same missile as my debug missile to test this, and it was working fine when launched from regular units.

    Posted in: Data
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    posted a message on How to launch Projectiles from Projectiles?

    Im trying to make a projectile launch other projectiles as it travels.

    I gave it a behavior with a periodic effect pointing to a Create Persistent Effect that calls a Launch Missile Effect, but the secondary projectiles aren't being created.

     

     

    Is there something specific I need to do for projectile Units?

    If not then Im probably just buggering something up...

    Posted in: Data
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    posted a message on Is it possible to tell a missile to nullify itself, from it's Actor's Events+ tree?

    I don't have any negative values in the any of the offsets in the effect chain.

    But I suppose if the target area is centered on a lower ground position but close enough to a cliff, one of the random offsets could overlap with the higher ground position of the cliffs... If I set all of the offsets to have a positive Z value to account for that, will the projectiles just stop in the air or continue to ground level?

    Is there not a flag somewhere that can just "set point to ground level" or something?

     

    EDIT:

    As for the mover, are you referring to clearance?

    If so that may be it I had it zeroed out for testing and seems I forgot to reset it.

     

    Posted in: Data
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    posted a message on Is it possible to tell a missile to nullify itself, from it's Actor's Events+ tree?

    Ok, I did some alternative testing(just to satisfy my own curiosity), but eventual came back and setup the suicide behavior. XD

     

    Anyway its working now, Thanks. :)

     

    Now I just have to figure out why it throws "projectile under terrain" errors if the target area is placed over a cliff. :P

     

     

     

    Posted in: Data
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    posted a message on Is it possible to tell a missile to nullify itself, from it's Actor's Events+ tree?

    Is it possible to tell a missile to nullify itself, from it's Actor's Events+ tree?

     

    I have aground targeting  missile barrage ability, and have successfully added an entry in its Events+ Tree that causes that destroys the projectile when it comes into contact with a cliff. The problem is two fold:

     

    1. The damage is still dealt at the targeted area

    2. No impact assets are spawned/played

     

    I figure that if the missile uses the Modify Unit Effect > Nullify Missile flag on itself, then that would solve the first problem.

    But I need away for the missile to trigger the effect on itself when the Events+ detects that cliff collision.

     

    As for problem two, Im guessing I can use a Custom Death Event?

    But Im not sure how to set that up. Are there any tutorials?

    Posted in: Data
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    posted a message on The correct way to do update a Texture? (Solved)

    Got everything working.

    Had some issues with a couple structures that had negative height values hiding the custom splats below the terrain.

    An SOp Offset fixed them.

     

    Still don't know why splat type actors don't work. (yes, I am using prefix)

    But the original question has been answered.

    Thank you for your help. :)

    Posted in: Data
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    posted a message on The correct way to do update a Texture? (Solved)

    Progress. But kinda/slightly disappointing progress.

    I just changed the Splat Type Actor to a Model Type Actor. Literally no other change.

    It seems to work, but it just makes me question what the heck the splat actor is even for?

    Posted in: Data
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    posted a message on The correct way to do update a Texture? (Solved)

    The Model was parented to Splat and its Art: Model is: BlastSmearSplat.m3

    By default it has Diffuse and Alpha Mask set to BlastSmear1.dds, but no _Diffuse or _Emissive textures ect...

     

    Ive tried leaving Prefix blank and putting "blastsmear1" in the Trigger on SubString field but that just shows the default texture.

     

    Ive since changed "blastsmear1" to "BlastSmear1" since thats how it is displayed in the CutSceneEditor.

    (its weird tho because if I navigate to the .dds in the texture tab it is "blastsmear1")

     

    Setup like this it correctly shows the new texture, without error, in the editor.

    But SC2 crashes as soon as the map finishes loading during a test.

     

    EDIT:

    forgot to mention I also changed "main" to "main.diffuse" in both the model declaration and texture tab

     

    Posted in: Data
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