Duplicating units will usually screw up all sounds in the units actor as well... but I still think you need less time overall if you duplicate things instead of copy/paste every component since most things will actually link correctly and most components get duplicated just missing some specific ones - assuming intelligent use of duplicate of course)
I followed your tutorial (mainly for the sake of adding a tentacle attack to a unit) and the tentacle works great. However I encountered a problem when 2 units with tentacles encounter each other. The tentacels work kinda strange in that case; the attacked units tentacle seems to attach to the missile instead of the tentacle of the attacker. So the attacked unit appears to be hitting itself with the tentacle.
Also, you could also have a look at this thread, where I have another strange problem with tentacles (just if you have some spare time ;) )
This is defined in the mover of the missile. For always hitting missiles you have driver: guidance and an orientation vector with very high values. Try to play around with the Orientation: Yaw, Pitch and Roll; for me they default to something 5000-ish. Try something more like 100 (assuming a missile with ca 10-15 speed) and test what its like. You might want to change the Timeout as well (otherwise the missile eventually performs circles around the target unit for 30 seconds ;) )
Hitting other targets is another story, you might want to have a look here.
For no guidance at all (missile flies straight forward) you can use a throw driver or set the orientation to 0.
You misunderstood me, I think. If you enter 4, it gets changed to 3.8xx . However for your movers in the testmap there is a value, which is more like 5500 (not 5.5 but 5 thousand).
If I enter 4, the missile does not work; it flies in a straight line with almost no guidance at all. Around 100 there is some guidance with some room for missing moving targets and with 5500 I have this instant turning guidance missiles you probably want to achieve with this motion phase.
You said in the tutorial for every guidance motion, there should be an orientation vector Orientation: Yaw: 4; Pitch: 4; Roll: 4.
However in your testmap your Orientation values are more like 5000. If you use 4, the mover does not work properly. Might want to change that for people who do not have a look at your testmap ;)
This is the Problem, I guess. Should look more like this:
Movement - Collide: Flying
Movement - Mover: Fly
Movement - Plane Array: Air
The problem is your SCV has air mover (which means the SCV will try to take air pathable pathes when ordered to move) but ground collision (which means any obstacle for ground units in the air path it tries to take will get it stuck)
The fastest knockback in this case is applying effects of force 1 every 0.0625 seconds; faster is not possible with this method.
However I noticed, every air unit (more specific every unit with an air-type collision) is affected much more by apply force effects; while ground units barely move, air units might fly across about half the map. Dunno if it is possible to achieve this for ground units as well.
€ @ WildPickles: uh, I did not know this. And what about air units? With the same movespeed they still get knocked around the whole map.
I need to make this right now, as soon as I got it to work, I will edit my post.
edit: I managed to copy the weapon and it appears to be fully functional. However, I only needed this to work on another void ray looking unit, most likely you want to make some adjustments to attachment points and stuff.
For those attachment points, have a look at the Host - Site Operations+ Field in the Attack - and X-Actors. They are using site operations to attach the beam and some models to some attachment points called weapon 03, 05 and 07; which the ares most likely does not support. Try to attach it somewhere else, like weapon or head.
For the duplication: I duplicated the weapon and selected every single effect to duplicate aswell. Actors I duplicated everything but the 5 sound actors (I changed the events of the existing ones to cover my new weapon aswell)
Models, Sounds and Behaviors can stay the same.
After duplicating, the weapon got a wrong effect for me, change the weapon's effect to Void Ray - Prismatic Beam Copy (Initial Persistent).
Most likely there will be some numbers involved in the name, just make sure the term in the brackets is correct and you are selecting a "copy" - effect.
Now my effects were linked correctly. Next are actors: You need to copy Void Ray Attack Beam manually. Open the copied one, open Events + and change every appearance of a Void Ray - Effect to its respective copy (eg Void Ray - Prismatic Beam (Charge 1) becomes Void Ray - Prismatic Beam Copy 10 (Charge 1) (or some other number before the bracket maybe) )
Same procedure for Void Ray ChargeX01 - 03. Make sure you pick the correct effects and remember the sub-names correctly (if there was Effect.someVoidRayEffect.start you need to pick .start again after changing the effect)
Now we come to the Void Ray Attack Copy. Change the Art - Beam to your manually copied beam actor (Void Ray Attack Beam Copy) and modify the Events again.
For the sound actors: If you did not duplicate them like me, open their Events and copy-paste any effect occurance and change one of them the same way you changed all actors before, so the sound actors will react on the original and the copied void ray effect.
Depends on the kind of unit, usually you find this at the unit itself, go Movement - Radius, for air units you might want the Separation Radius, too (at least I'm guessing thats what its for) and for buildings you might need to change the Footprint aswell.
I tried to mess around with tentacles lately; most tentacles from already present units seemed awfully complicated, I tried to simplify this as much as possible to create a simple tentacle attack, lets say for an overseer.
The unit does not need to have a special tentacle model, which extends and becomes the projectile, for me it is sufficient if the tentacle just appears from the inside of the overseer.
I found out that this is not very complicated at all. All you need to do for a tentacle is to create a standard missile, check "return" in the launch effect, specify a return mover. For the actors: The actor for the missile is based on Generic Tentacle Missile, which provides the necessary return event already. The model would be one of the available tentacle models (for example RoachTentacle, TentacleAttack) The attack actor is just like any other missile attack.
This way my Overseer got a nice tentacle attack, I am pretty much fine with that.
However, the visuals kind of screw up sometimes. Sometimes the tentacle fails to attach to the overseer, then a small, not extended version of the tentacle hits the enemy and travels back. This happens more likely, if there are more units with tentacle attacks attacking simultaneously.
So, my question is now: Why does this happen and how to fix this? Is my method okay in general and did I just miss something? Or do I have to use a whole different method?
I attached a test map, if you want to have a look at the visual bug I mentioned. The overseers shoot 4 times in a row for testing purposes; I noticed the 4th shot fails quite likely (the persistant effect is definitely not the reason, I added it after encountering this problem)
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Duplicating units will usually screw up all sounds in the units actor as well... but I still think you need less time overall if you duplicate things instead of copy/paste every component since most things will actually link correctly and most components get duplicated just missing some specific ones - assuming intelligent use of duplicate of course)
0
Hey
I followed your tutorial (mainly for the sake of adding a tentacle attack to a unit) and the tentacle works great. However I encountered a problem when 2 units with tentacles encounter each other. The tentacels work kinda strange in that case; the attacked units tentacle seems to attach to the missile instead of the tentacle of the attacker. So the attacked unit appears to be hitting itself with the tentacle.
Also, you could also have a look at this thread, where I have another strange problem with tentacles (just if you have some spare time ;) )
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What about the damage point? This is the delay, until the weapon is fired (dunno if it keeps other weapons from firing during that period)
You could always add a 10 sec persistant effect to your immortal weapon aswell.
0
You might want to have a look at this tutorial, which explains a big deal of the movers. Was very helpful for me.
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This is defined in the mover of the missile. For always hitting missiles you have driver: guidance and an orientation vector with very high values. Try to play around with the Orientation: Yaw, Pitch and Roll; for me they default to something 5000-ish. Try something more like 100 (assuming a missile with ca 10-15 speed) and test what its like. You might want to change the Timeout as well (otherwise the missile eventually performs circles around the target unit for 30 seconds ;) )
Hitting other targets is another story, you might want to have a look here.
For no guidance at all (missile flies straight forward) you can use a throw driver or set the orientation to 0.
0
Kinda sucks if you need to be able to detect the damage or the killer somehow (armor, bounty, damage modification of buffs/attributes etc etc)
0
You have specified no mover, does your weapon unit have a mover by default?
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You misunderstood me, I think. If you enter 4, it gets changed to 3.8xx . However for your movers in the testmap there is a value, which is more like 5500 (not 5.5 but 5 thousand).
If I enter 4, the missile does not work; it flies in a straight line with almost no guidance at all. Around 100 there is some guidance with some room for missing moving targets and with 5500 I have this instant turning guidance missiles you probably want to achieve with this motion phase.
0
You said in the tutorial for every guidance motion, there should be an orientation vector Orientation: Yaw: 4; Pitch: 4; Roll: 4.
However in your testmap your Orientation values are more like 5000. If you use 4, the mover does not work properly. Might want to change that for people who do not have a look at your testmap ;)
0
@Acren: Go
You need to give the units the attack ability as well.
0
This is the Problem, I guess. Should look more like this:
Movement - Collide: Flying
Movement - Mover: Fly
Movement - Plane Array: Air
The problem is your SCV has air mover (which means the SCV will try to take air pathable pathes when ordered to move) but ground collision (which means any obstacle for ground units in the air path it tries to take will get it stuck)
0
@dudeim: Go
I guess you used apply force effects?
The fastest knockback in this case is applying effects of force 1 every 0.0625 seconds; faster is not possible with this method.
However I noticed, every air unit (more specific every unit with an air-type collision) is affected much more by apply force effects; while ground units barely move, air units might fly across about half the map. Dunno if it is possible to achieve this for ground units as well.
€ @ WildPickles: uh, I did not know this. And what about air units? With the same movespeed they still get knocked around the whole map.
0
I need to make this right now, as soon as I got it to work, I will edit my post.
edit: I managed to copy the weapon and it appears to be fully functional. However, I only needed this to work on another void ray looking unit, most likely you want to make some adjustments to attachment points and stuff.
For those attachment points, have a look at the Host - Site Operations+ Field in the Attack - and X-Actors. They are using site operations to attach the beam and some models to some attachment points called weapon 03, 05 and 07; which the ares most likely does not support. Try to attach it somewhere else, like weapon or head.
For the duplication: I duplicated the weapon and selected every single effect to duplicate aswell. Actors I duplicated everything but the 5 sound actors (I changed the events of the existing ones to cover my new weapon aswell) Models, Sounds and Behaviors can stay the same.
After duplicating, the weapon got a wrong effect for me, change the weapon's effect to Void Ray - Prismatic Beam Copy (Initial Persistent).
Most likely there will be some numbers involved in the name, just make sure the term in the brackets is correct and you are selecting a "copy" - effect.
Now my effects were linked correctly. Next are actors: You need to copy Void Ray Attack Beam manually. Open the copied one, open Events + and change every appearance of a Void Ray - Effect to its respective copy (eg Void Ray - Prismatic Beam (Charge 1) becomes Void Ray - Prismatic Beam Copy 10 (Charge 1) (or some other number before the bracket maybe) )
Same procedure for Void Ray ChargeX01 - 03. Make sure you pick the correct effects and remember the sub-names correctly (if there was Effect.someVoidRayEffect.start you need to pick .start again after changing the effect)
Now we come to the Void Ray Attack Copy. Change the Art - Beam to your manually copied beam actor (Void Ray Attack Beam Copy) and modify the Events again.
For the sound actors: If you did not duplicate them like me, open their Events and copy-paste any effect occurance and change one of them the same way you changed all actors before, so the sound actors will react on the original and the copied void ray effect.
Voila, you are done.
0
Depends on the kind of unit, usually you find this at the unit itself, go Movement - Radius, for air units you might want the Separation Radius, too (at least I'm guessing thats what its for) and for buildings you might need to change the Footprint aswell.
0
I tried to mess around with tentacles lately; most tentacles from already present units seemed awfully complicated, I tried to simplify this as much as possible to create a simple tentacle attack, lets say for an overseer.
The unit does not need to have a special tentacle model, which extends and becomes the projectile, for me it is sufficient if the tentacle just appears from the inside of the overseer.
I found out that this is not very complicated at all. All you need to do for a tentacle is to create a standard missile, check "return" in the launch effect, specify a return mover. For the actors: The actor for the missile is based on Generic Tentacle Missile, which provides the necessary return event already. The model would be one of the available tentacle models (for example RoachTentacle, TentacleAttack) The attack actor is just like any other missile attack.
This way my Overseer got a nice tentacle attack, I am pretty much fine with that.
However, the visuals kind of screw up sometimes. Sometimes the tentacle fails to attach to the overseer, then a small, not extended version of the tentacle hits the enemy and travels back. This happens more likely, if there are more units with tentacle attacks attacking simultaneously.
So, my question is now: Why does this happen and how to fix this? Is my method okay in general and did I just miss something? Or do I have to use a whole different method?
I attached a test map, if you want to have a look at the visual bug I mentioned. The overseers shoot 4 times in a row for testing purposes; I noticed the 4th shot fails quite likely (the persistant effect is definitely not the reason, I added it after encountering this problem)