I guess I'm not understand Attach Methods, cause when I try to use them they don't work correctly.
I'm trying to use the bunker model that has the dual guns on top. I want my weapon to fire from the two guns on top but not from the bunkers. Just, I need it to launch from weapon 1 and 3. Can anyone explain how to set up the method for this? I tried doing a method with attachment to the 1 and 3 and I tried using the filter methods, but neither seem to work correctly. Thanks.
yep, all that shows correct for me. That's why I'm so confused. The tower I duplicated from works just fine, just for some weird reason this one isn't. I might have to just remake it and see what happens.
Ok...so, I've made several towers and decided to just duplicate one to make it faster. I made all the changes, adding in everything I needed, etc. The tower appears to work just fine. Launches the missile, etc. But the damage doesn't get applied. I've checked everything several times to try and figure out why. Can someone tell me a less obvious part I may have overlooked? Thanks
I don't believe there is a way to add additional races to be selected during the lobby. Basically you'd want to add a menu once you get into the game (think of some of the tower defense that let you select difficulty) and just set it up to allow a person to select a race and once selected, triggers would need to be created to make a starting base with some units to collect minerals.
for tsuk
if you want to switch a units model, you could probably do it through events. Take a look at a morphing ability. Corruptor has a morph ability, just look at the actor for a corruptor and go into events, towards the bottom it should give you an idea of how to change the unit model. Maybe create one with a msg-type of upgrade and go from there. I haven't tested this myself, so I'm only trying to give you an idea of something to work from.
I'm not sure what you mean by changing the texture of a model. There is a model tab where you could change what model is used, but if you simply want to change the units model, you'd be better off just changing the models assigned to the units' actor.
To do that, just click on a unit and look at the actor list, there is normally an actor with the same name as the unit. Click on this and just scroll down and look for the model section.
I'm still a noob with the editor, so I can't promise these are the best ways to do this.
The first thing I can think of is morphing it into a new unit. This would only apply to the tower using the "morph" ability. You wouldn't actually have to have the tower look differently. However, this might create issues if the tower had upgrades for damage, speed, etc and you wanted the person to be able to upgraded with all options.
The other way I can think of is triggers. Simply applying the buff each time based on what upgrade is used, but I know some people don't like triggers as it might get a little complex.
Basically the left flame would be a red flame and the right one would be a blue flame. Each flame would have its own damage effect, but they both should fire at the same time. I'll check out your setup, might help me out.
I'm trying to get the perdition turret to fire two different flames. I want to make the flames different colors, but when I set it up, only one fires. I may just be doing it wrong, or maybe it's not possible.
I tried setting it up using two sets of everything, including two weapons with when attack actor linked to the right weapon and one to the left. I'm guessing this isn't correct. Can anybody offer some guidance? Thanks!
I know when I had trouble on my missile turret it was because I was using the wrong Unit - ammo unit on my launch missile effect. I don't know if that is helpful or not.
Thanks, that will be a big help. I double checked everything you said, and so far I've got everything correct. I made another missile turret that uses the auto turret model and was about to get that missile firing from the gun correctly, I just seem to have issues with this one.
As a test, I tried to get it to fire from just one weapon and it still doesn't seem to be working right, so I guess I mixed something up somewhere.
Edit: Ah, I went over all the steps again and found my problem. On my launch missile effect I was pointing at the wrong ammo unit. Thanks for the help!
I've checked everything that I could, but I can't seem to get the missile turret working properly. It still fires from the base. I've got everything set up, and I copied the original missile turret attach method and changed the driver to use the new turrets launch missile, but it's still firing from the base.
Anybody know what might be wrong? I'm trying to get it to fire from all four weapons. Thanks.
I'm not 100% certain if this is correct, but if you make custom units that you plan to use over multiple maps, you need to make it in a mod and not a map. I'm not sure if you can add a map as a dependency, as when I try, it doesn't let me select map.
Basically, if you plan to make a campaign with units spanning multiple maps, you make a mod and each map uses that mod as a dependency. Even if you use your mod as a dependency, you can make modifications at a map level, but those are always unique to the map you change them in.
As far as using those units in another map, since you've already created them, I'm not sure if that is possible and perhaps someone with more knowledge of the editor can provide us with insight.
I created a custom unit that has a sniper like ability. The unit has a sniper rifle and when I use the ability, he just stands there and the ability fires (the animation plays for the bullet firing) however, the guy never turns and readies his weapon before firing. I guess the best way to explain it is, he never does his point and shoot animation. He shoots fine with autoattack, but not when using the ability. Anybody know what controls that? Thanks!
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Still seeking help on this is anybody has an idea. thanks.
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I guess I'm not understand Attach Methods, cause when I try to use them they don't work correctly. I'm trying to use the bunker model that has the dual guns on top. I want my weapon to fire from the two guns on top but not from the bunkers. Just, I need it to launch from weapon 1 and 3. Can anyone explain how to set up the method for this? I tried doing a method with attachment to the 1 and 3 and I tried using the filter methods, but neither seem to work correctly. Thanks.
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@UrgentMinor: Go
yep, all that shows correct for me. That's why I'm so confused. The tower I duplicated from works just fine, just for some weird reason this one isn't. I might have to just remake it and see what happens.
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@silvermage: Go
Yeah, I've checked it multiple times. It all seems in order. Was wondering if it was something small that I missed. lol
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Ok...so, I've made several towers and decided to just duplicate one to make it faster. I made all the changes, adding in everything I needed, etc. The tower appears to work just fine. Launches the missile, etc. But the damage doesn't get applied. I've checked everything several times to try and figure out why. Can someone tell me a less obvious part I may have overlooked? Thanks
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I don't believe there is a way to add additional races to be selected during the lobby. Basically you'd want to add a menu once you get into the game (think of some of the tower defense that let you select difficulty) and just set it up to allow a person to select a race and once selected, triggers would need to be created to make a starting base with some units to collect minerals.
for tsuk if you want to switch a units model, you could probably do it through events. Take a look at a morphing ability. Corruptor has a morph ability, just look at the actor for a corruptor and go into events, towards the bottom it should give you an idea of how to change the unit model. Maybe create one with a msg-type of upgrade and go from there. I haven't tested this myself, so I'm only trying to give you an idea of something to work from.
I'm not sure what you mean by changing the texture of a model. There is a model tab where you could change what model is used, but if you simply want to change the units model, you'd be better off just changing the models assigned to the units' actor.
To do that, just click on a unit and look at the actor list, there is normally an actor with the same name as the unit. Click on this and just scroll down and look for the model section.
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I'm still a noob with the editor, so I can't promise these are the best ways to do this. The first thing I can think of is morphing it into a new unit. This would only apply to the tower using the "morph" ability. You wouldn't actually have to have the tower look differently. However, this might create issues if the tower had upgrades for damage, speed, etc and you wanted the person to be able to upgraded with all options.
The other way I can think of is triggers. Simply applying the buff each time based on what upgrade is used, but I know some people don't like triggers as it might get a little complex.
Someone might have a way to do it using events.
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Basically the left flame would be a red flame and the right one would be a blue flame. Each flame would have its own damage effect, but they both should fire at the same time. I'll check out your setup, might help me out.
Everything I tried only fires one of the flames.
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Tried out some other things and still can't get this to work. Any suggestions are still appreciated.
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I'm trying to get the perdition turret to fire two different flames. I want to make the flames different colors, but when I set it up, only one fires. I may just be doing it wrong, or maybe it's not possible.
I tried setting it up using two sets of everything, including two weapons with when attack actor linked to the right weapon and one to the left. I'm guessing this isn't correct. Can anybody offer some guidance? Thanks!
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@wingednosering: Go
I know when I had trouble on my missile turret it was because I was using the wrong Unit - ammo unit on my launch missile effect. I don't know if that is helpful or not.
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@Pharotek: Go
Thanks, that will be a big help. I double checked everything you said, and so far I've got everything correct. I made another missile turret that uses the auto turret model and was about to get that missile firing from the gun correctly, I just seem to have issues with this one.
As a test, I tried to get it to fire from just one weapon and it still doesn't seem to be working right, so I guess I mixed something up somewhere.
Edit: Ah, I went over all the steps again and found my problem. On my launch missile effect I was pointing at the wrong ammo unit. Thanks for the help!
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I've checked everything that I could, but I can't seem to get the missile turret working properly. It still fires from the base. I've got everything set up, and I copied the original missile turret attach method and changed the driver to use the new turrets launch missile, but it's still firing from the base.
Anybody know what might be wrong? I'm trying to get it to fire from all four weapons. Thanks.
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@whiteghoul: Go
I'm not 100% certain if this is correct, but if you make custom units that you plan to use over multiple maps, you need to make it in a mod and not a map. I'm not sure if you can add a map as a dependency, as when I try, it doesn't let me select map.
Basically, if you plan to make a campaign with units spanning multiple maps, you make a mod and each map uses that mod as a dependency. Even if you use your mod as a dependency, you can make modifications at a map level, but those are always unique to the map you change them in.
As far as using those units in another map, since you've already created them, I'm not sure if that is possible and perhaps someone with more knowledge of the editor can provide us with insight.
0
I created a custom unit that has a sniper like ability. The unit has a sniper rifle and when I use the ability, he just stands there and the ability fires (the animation plays for the bullet firing) however, the guy never turns and readies his weapon before firing. I guess the best way to explain it is, he never does his point and shoot animation. He shoots fine with autoattack, but not when using the ability. Anybody know what controls that? Thanks!