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    posted a message on Attach Turret Help

    @Kueken531: Go

    Hey, I just uploaded the newest version. Thanks for your help.

    Posted in: Data
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    posted a message on Attach Turret Help

    @Kueken531: Go

    Thanks again, both of you. I'm still having trouble getting the site actor to work. I spent another three hours on it last night, and nothing I've tried, including the exact instructions, work. The only time I've gotten the site actor to work is with the tutorial. I've tried two Actors of my own, and neither function. I would really appreciate any help you could offer.

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    posted a message on Attach Turret Help

    @DrSuperEvil: Go

    Hey, thanks for responding. I had indeed added a Site Actor to my Roach Model. But it will not work properly. Could you take a look at my map to see what I'm doing wrong.

    I mean can you attach Units to Units, instead of just Models. For example, can I attach a Missile Turret Unit to a Battle Cruiser Unit? And will the Battle Cruiser be able to move and attack? And will the Missile Turret be able to attack?

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    posted a message on Attach Turret Help

    Hey Nahotnoj, thanks for the response; I appreciate it. The tutorial you referenced is how I learned what I'm doing here. Thanks to your suggestions, I have successfully attached a Turret model to the spire, and attached a Roach model to the Turret. I was not aware that Turrets HAVE TO have Turret Z attachment point. I figured I could use any old attachment point. Please correct me if I'm wrong. The Roach rotates and attacks as he should. However, the launch point of the weapon is still the center of the spire, not the head of the roach, as it should be. How do I make the acid come from the Roach's head?

    Also is it possible to attach a Model from which attacks launch (like the head of the Roach) WITHOUT it being a Turret or being attached to a Turret? Second, is it possible to attach entire units to other units, and have the units function and attack independently of one another?

    Thanks again.

    Posted in: Data
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    posted a message on Attach Turret Help

    Sorry, I just need to verify that absolutely nobody knows how to fix this. Because I can't; I've tried a million different ways. I would really appreciate any advice.

    Posted in: Data
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    posted a message on Unit Selection Circle/Model Displaced

    @Builder_Bob: Go

    Hey, thanks both of you. Yeah, I hadn't realized this at the time. I finally found it a couple of days ago. It fixed my problem like a charm. Thanks for the help.

    Posted in: Data
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    posted a message on Attach Turret Help

    @GryphonMane: Go

    Bump.

    Posted in: Data
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    posted a message on Attach Turret Help

    Hey There, I tried creating a custom ModelAddition Turret using the Greater Spire as a base, and a Roach as the Turret. The idea is that the Roach spins atop the top of the Greater Spire, and attacks ground units with his standard attack. Unfortunately, my Turret isn't working at all. And the Attack is not launching from the Head of the Roach, as it should be. I've tried everything I can think of. Can anyone help me out, please? I've attached the map.

    P.S. There is also a Battle Cruiser thing I'm making there, but don't worry about that one.

    Posted in: Data
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    posted a message on Transferring Events and Actions Across Actors

    @GryphonMane: Go

    Bump. Please, somebody must know how to do this.

    Posted in: Data
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    posted a message on Transferring Events and Actions Across Actors

    SOLVED:

    In the Host Unit, add the Event of your choice. In my case, it is when the Actor receives a Behavior. Set the Action to "Signal". Set the Target to "_Unit". And give it a Sub Name of your choice.

    In the ModelAddition, add the Event "Signal". And set the Sub Name to the same name you gave the other Event. Set the Action to Create. That's all!

    Hello, I'm trying to create a ModelAddition Actor for another Actor I have. Instead of at Unit Birth, I want to add my ModelAddition later on, specifically, when an Upgrade completes. The ModelAddition does work at Unit Birth, but that's not when I want it to be created. How do you pass information from an Actor to another Actor using Events +? I've tried using the Upgrade event in my Host Actor. For the Action, I've tried things like Status Set and Reference Set. Then, in my ModelAddition Actor, I've checked to see if the Status was Set or a Reference was Set, but it never works. Does anyone know how to pass information across actors?

    Posted in: Data
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    posted a message on Unit Selection Circle/Model Displaced

    Hello, I have created a custom unit and actor for a planet, along with an actor. However, the, the selection circle is misplaced from the model. The planet model is on the ring of the circle, rather than in the center. However, the planet is still selectable from planet model. Does anyone know why this is or how to fix it? I have tried using site operations to know avail. Please take a look at the attached map.

    Posted in: Data
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    posted a message on Immortal Attach Method

    @Kueken531: Go

    Hey, thanks for the response. I have tried this as well. In the Launch Attachment Query + field, I put two Methods in a row: Filter Weapon Left and Filter Weapon Right. Is this what you meant? It not working properly for me, unfortunately. The projectile launch falls back to center.

    Posted in: Data
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    posted a message on Immortal Attach Method

    Hello, I'm trying to make a projectile weapon for the Immortal, but I'm having trouble creating an attach method that works properly. None of the default Filter Weapon's I've tried have worked. And I also tried making a pattern with a launch missile driver, but that didn't work either. Usually, the projectiles (I have a create persistent to launch twice) launch from the left arm or from the center, as a fallback. Has anyone created a projectile weapon for the Immortal?

    Posted in: Data
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    posted a message on Dual Wielding Beams

    Thank you so much, Builder_Bob! That is exactly what I needed, and now the attack works splendidly. I created a custom AMPattern based on AMPAtternBanshee. And I changed all of the fields to your descriptions. My weapon fires a Create Persistent effect, which fires a Damage effect. The Damage effect is my driver. The Attach Pattern is set in the Attack Actor, in the field "Attachment - Launch Attachment Query +", under the Filter Type "Methods". I've attached the map in the original post for anyone else who may need help. Thank you again.

    Posted in: Data
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    posted a message on Dual Wielding Beams

    Hey, thanks a lot for the response. The Banshee does indeed have it's own pattern, which I called AMBansheePattern. However, that clearly isn't getting the trick done, though I'm sure it is necessary in the long run. I really feel like there is some simple field I'm missing somewhere. Thank you again. Any other ideas?

    Posted in: Data
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