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    posted a message on Need help controlling attach points for attacks.

    I've seen this mentioned in a couple other threads but I haven't really been able to get a grasp on it. I want to change where an attack is launched from (or attached to) for a basic projectile weapon. I've gathered that it has to do with Action Actors but the data fields for these things are a bit overwhelming to me. If someone could explain the basics of using these things I'm sure I could figure out other stuff I may need.

    Posted in: Miscellaneous Development
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    posted a message on projectile attachment point ?
    Quote from pixartist: Go

    @Slarti: Go

    hm , i just wanna raise the source point of a channeling ability to a certain height, how can this take several actors/methods ? Also What kind of data is AMPatternMarauder? Where can i view/modify it ? How can I use attachmethods in other actors ?

    I've found that just raising the height value in the data editor of the projectile your using works fine for that. Projectiles are "Units" so that's where you need to look.

    Posted in: Miscellaneous Development
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    posted a message on Several Questions (weap. attach point, ability animations, etc)

    I've got a couple things that have been giving me trouble so I'm hoping you guys can help me out.

    First off, how do I control where a missile will be launched from for a ranged weapon? For reference I'm using a Thor and want to shoot missiles out of his guns.

    Second, is there a way to have a unit attack with multiple weapons simultaneously? preferably being able to hit a different target with each. What I would like to do is have a missile weapon firing form each of my Thor's arms hitting multiple targets. I actually haven't tried to do this myself so apologies if it's super-simple.

    Third, where do I set the animation a unit will be using while casting / channeling a spell?

    Lastly I've got an ability which launches a missile at a target location, I want to do some stuff with triggers when it lands but having a trigger with the event as "unit dies" and condition "unit type of dying unit = <name of projectile>" didn't work. I know how to have an effect occur when it lands from the data editor so is there some convenient effect I can make which I will be able to detect with the trigger editor?

    As a side note, the missile uses a parabola mover but it doesn't vertically face the direction it's moving in (i.e. doesn't face up or down), it does look the way it's moving in the x/y directions though. This isn't a huge priority for me to fix atm but if anyone has experience with this and wants to share that would be cool.

    Posted in: Miscellaneous Development
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