I've been looking around the forum for ways to control turrets independently from the unit itself. I found the method involving the unit attacking a dummy target unit to turn the turret, but it isn't working for me. Any other ways to control the turret? Be it through triggers or data editor?
Oh it's okay now. I used a different alternative to position the actor at the attachment point. I attached the actor to the 'Overhead' attachment point of my unit, and applied a custom Site Op to the actor to offset it towards the 'Weapon Left' attachment point. But thanks for telling me to try other attachment points though. I wouldn't have been able to resolve this problem without that suggestion of yours. BTW, my unit uses the Viking model, and according to the model previewer, the 'Weapon Left' attachment point DOES exist, so I'm still not sure what caused the problem.
Ok. So I have this problem where I can't attach my actors and/or models to the right attachment point on my unit. I used the 'Attach actor to unit' and 'Attach model to unit' action in my triggers. I chose 'Weapon Left' for the attachment point. But the actor just attaches itself to the bottom of the unit. I tried using other valid attachments of the unit too, but it still attaches to the bottom. How do I fix this?
Try lowering the values of 'Smooth Time Maximum' and 'Smooth Time Minimum' under the Data Editor, Cameras. (Make sure you are editing the right camera for your terrain, eg. space platform, otherwise it's default camera you would want to look at). Also increase the values of 'Velocity Maximum'/'Follow Scroll Limit'. Not sure which one, but I just set both to 100 :) Reducing the 'Smooth Time Minimum' value is the most important. Hope this helps.
Wow! It works like a charm! After I did everything you said, the impact point was fixed, but the launch point started to get stuck onto the shooting unit. But I fixed that by turning on the 'Hold position' in the Launch Site Ops. Thanks a million dude!
Hmm... Tried it. But the impact point still sticks to the unit. I tried setting 'Hold position' to on for everything that has to do with 'impact' in my actors (beams and actions). Still to no avail. Got any other ideas? Thanks for the suggestions anyway.
Ok. So I have this beam weapon which I made that works decently. When i attack a unit, the target unit takes damage instantly. However, i realised that the impact point of the beam gets stuck onto the target unit i attack. The launch point of the beam stays put, even after the shooting unit moves away, which is what i want. But the impact point of the beam kind of moves along with the target unit as if the impact point is attached to the target unit, so it's like the whole beam is shifting with the target unit, and it looks really weird. I want the impact point of the beam to stay put at where the beam hits the target unit. How do I go about doing that?
I attached an image, so hopefully you guys can understand my situation.
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bump
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I've been looking around the forum for ways to control turrets independently from the unit itself. I found the method involving the unit attacking a dummy target unit to turn the turret, but it isn't working for me. Any other ways to control the turret? Be it through triggers or data editor?
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Oh it's okay now. I used a different alternative to position the actor at the attachment point. I attached the actor to the 'Overhead' attachment point of my unit, and applied a custom Site Op to the actor to offset it towards the 'Weapon Left' attachment point. But thanks for telling me to try other attachment points though. I wouldn't have been able to resolve this problem without that suggestion of yours. BTW, my unit uses the Viking model, and according to the model previewer, the 'Weapon Left' attachment point DOES exist, so I'm still not sure what caused the problem.
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Ok. So I have this problem where I can't attach my actors and/or models to the right attachment point on my unit. I used the 'Attach actor to unit' and 'Attach model to unit' action in my triggers. I chose 'Weapon Left' for the attachment point. But the actor just attaches itself to the bottom of the unit. I tried using other valid attachments of the unit too, but it still attaches to the bottom. How do I fix this?
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Try lowering the values of 'Smooth Time Maximum' and 'Smooth Time Minimum' under the Data Editor, Cameras. (Make sure you are editing the right camera for your terrain, eg. space platform, otherwise it's default camera you would want to look at). Also increase the values of 'Velocity Maximum'/'Follow Scroll Limit'. Not sure which one, but I just set both to 100 :) Reducing the 'Smooth Time Minimum' value is the most important. Hope this helps.
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Wow! It works like a charm! After I did everything you said, the impact point was fixed, but the launch point started to get stuck onto the shooting unit. But I fixed that by turning on the 'Hold position' in the Launch Site Ops. Thanks a million dude!
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Hmm... Tried it. But the impact point still sticks to the unit. I tried setting 'Hold position' to on for everything that has to do with 'impact' in my actors (beams and actions). Still to no avail. Got any other ideas? Thanks for the suggestions anyway.
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ooooohh. ok thanks I'll try it
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But... Wouldn't that make the beam hit the ground under the unit instead of the unit itself?
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Bump? anyone?
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Ok. So I have this beam weapon which I made that works decently. When i attack a unit, the target unit takes damage instantly. However, i realised that the impact point of the beam gets stuck onto the target unit i attack. The launch point of the beam stays put, even after the shooting unit moves away, which is what i want. But the impact point of the beam kind of moves along with the target unit as if the impact point is attached to the target unit, so it's like the whole beam is shifting with the target unit, and it looks really weird. I want the impact point of the beam to stay put at where the beam hits the target unit. How do I go about doing that?
I attached an image, so hopefully you guys can understand my situation.