I have a problem with the Ionic Splitter. When the primary beam kills the target, the secondary beams do not appear, but their damage effect is still there. Otherwise everything works. What could be the cause? Thanks.
Sorry to revive an old thread, but I have trouble using SetTeamColor. SetTintColor works great, but if I just replace it by SetTeamColor and increase the emissive factor, nothing happens. I tried changing the color as well.
The missile field of the main missile's action actor is set to MIRVAttackMissile, which is the missile actor linked to my weapon (M.I.R.V). I need to set up the launch attachment on my main missile right?
I tried using a Marauder as the main missile and setting its Launch Attachment to AMFilterHead:Center. It didn't work either. I tried other attachment points but nothing seems to work. What am I missing?
I have an ability that shoots a big missile upwards, and when it is within range of enemies, the missile itself shoots 4 small missiles that track the enemy. All these effects work, but the 4 small missiles spawn on the ground below the big missile. I figured it had something to do with the Actor's Launch Attachment Query, but I'm a bit lost as to what would be the next step.
Currently, the big missile's Launch Attachment Query is set to AMFilterWeapon00:Center. Of course, I may be totally wrong as to what is causing the problem. Thanks in advance.
Thanks, I was searching for this condition in the actual event... Anyways, now I have another problem. The Event "Picks Up" triggers when I buy an item. Is this a bug?
I have an inventory system with multiple items. I need to display dialog images when the hero buys or picks up an item. Basically, when I buy an item, I display a small image with the item's information that replaces the normal "Weapon" image of the unit. If the hero drops the item, the image is deleted. This system works, but I am having problems when the hero picks up an item on the ground.
I need an event that would be similar to "Hero Picks Up Light Cannon", where "Light Cannon" would be a unit type. All I can do right now is choose units that are actually in the map. I guess I'll need the function "Value from Data Table (Unit)"?
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Got this problem too. Very annoying.
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I have a problem with the Ionic Splitter. When the primary beam kills the target, the secondary beams do not appear, but their damage effect is still there. Otherwise everything works. What could be the cause? Thanks.
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@Movali: Go
Sorry to revive an old thread, but I have trouble using SetTeamColor. SetTintColor works great, but if I just replace it by SetTeamColor and increase the emissive factor, nothing happens. I tried changing the color as well.
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Bumping this. I'd like to know too.
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@Eiviyn: Go
No, I want the main missile to be destroyed mid-air (not yet implemented). At the moment, the main missile just hits the ground with no damage effect.
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@Eiviyn: Go
The missile field of the main missile's action actor is set to MIRVAttackMissile, which is the missile actor linked to my weapon (M.I.R.V). I need to set up the launch attachment on my main missile right?
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I tried using a Marauder as the main missile and setting its Launch Attachment to AMFilterHead:Center. It didn't work either. I tried other attachment points but nothing seems to work. What am I missing?
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Sorry, the model is MissileTurretMissile.m3. Is there a way to view the attachment points in the previewer?
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I have an ability that shoots a big missile upwards, and when it is within range of enemies, the missile itself shoots 4 small missiles that track the enemy. All these effects work, but the 4 small missiles spawn on the ground below the big missile. I figured it had something to do with the Actor's Launch Attachment Query, but I'm a bit lost as to what would be the next step.
Currently, the big missile's Launch Attachment Query is set to AMFilterWeapon00:Center. Of course, I may be totally wrong as to what is causing the problem. Thanks in advance.
0
Thanks, I was searching for this condition in the actual event... Anyways, now I have another problem. The Event "Picks Up" triggers when I buy an item. Is this a bug?
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I have an inventory system with multiple items. I need to display dialog images when the hero buys or picks up an item. Basically, when I buy an item, I display a small image with the item's information that replaces the normal "Weapon" image of the unit. If the hero drops the item, the image is deleted. This system works, but I am having problems when the hero picks up an item on the ground.
I need an event that would be similar to "Hero Picks Up Light Cannon", where "Light Cannon" would be a unit type. All I can do right now is choose units that are actually in the map. I guess I'll need the function "Value from Data Table (Unit)"?
Any help would be greatly appreciated.