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    posted a message on Shotgun Weapon Problem

    Lol alright.

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    posted a message on Shotgun Weapon Problem

    Ok, I'm sorry, I take that back. Lol. I'll understand if no one decides to respond. I went back a map version and got stuff back together, so I'm back at not having a beam, but that's not what I'm mainly worried about now. I made sure the Target - Impact Location - Value of the damage effect was set to target unit/point. I changed the Event in the Attack Actor responsible for creating it to something like this (based on what DrSuperEvil suggested):

    WeaponStart.AssaultRifle

    -> At Caster

    - Create

    When I change it to that, instead of showing the Marine's launch attack model and playing the Marine's attack sound only when it hits the target, it doesn't show/play them at ALL. I tried fiddling with the fields such as making the Sub Name: Attack Start instead of (Any) but it results in the same thing.

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    posted a message on Shotgun Weapon Problem

    Thanks for all of the time and help, but I'm just going to give up on this. Lol.

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    posted a message on Shotgun Weapon Problem

    I'm getting a strange error about only being able to create one CActor per effect, or something along those lines. Also when I make the unit with the shotgun attack I hear the marine's attack sound.

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    posted a message on Shotgun Weapon Problem

    How could I do that?

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    posted a message on Shotgun Weapon Problem

    Ok, the reason the Art: Beam field was avoided is because when using multiple beams it would only show a single one or something like that, but I decided since this weapon only fires one bullet to use it anyways. A beam does show now, but I've encountered another problem. The beam, sound, and muzzle flash only show up/play when actual damage is dealt. Otherwise the marine just animates but nothing happens if the bullet misses.

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    posted a message on Shotgun Weapon Problem

    @DrSuperEvil: Go

    Yeah, it can, but the search area isn't for splash damage, it is to see if the bullet actually hits anything at the offset.

    The thing is, I doubt it is corruption because when I rack up the number of Random Offsets created by Shotgun shells, the beams show, but when only one is created no beam shows. I'd also like to note that I just remembered the Art: Beam field isn't even used in the tutorial, he does something to get around it I think.

    This map has a bunch of other stuff in it, but the things you'll want to look for are Shotgun and Assault Rifle.

    By the way, the Enforcer (War Pig Merc) in my map has the original Shotgun, and the Grunt (Marine) has the Assault Rifle.

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    posted a message on Shotgun Weapon Problem

    Alright, I'll go through the process as best I can.

    The Shotgun's Weapon's Effect is Shotgun Shells

    Shotgun Shells is a Set Effect that calls Shotgun Random Offset 8 times which is a Create Persistent Effect

    Shotgun Random Offset calls the Shotgun Search Targets Effect which is a Search Area Effect with a small radius

    The Search: Areas+ in Shotgun Search Targets has the Shotgun Damage Effect

    For the beams, there are two sites: A Shotgun Beam Launch Site (a Site Actor based on SiteUNIT)

    and a Shotgun Beam Impact Site (a Site Actor based on CActorSite) The Impact Sites creates themselves at the locations of the Search Area Effects

    There is then the Shotgun Beam itself which essentially through events links itself between the two points.

    Finally there is the Shotgun Attack Actor (an Action Actor) just copied from the Marine's Attack actor but with different launch Assets and the Attack Effect changed to Shotgun Search Targets.

    I hope I didn't forget anything.

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    posted a message on Shotgun Weapon Problem

    I watched this tutorial (which is excellent fun I might add):

    And my shotgun works. But I decided to duplicate it to achieve an effect of a rapid fire weapon (which I just renamed to Assault Rifle) that misses every so often. I went to the Assault Rifle Shells (Copy of Shotgun Shells, which is a Set Effect) and made it so instead of having an Effect: Minimum Count and Effect: Maximum Count of 8 (in the video he uses six, but I decided to bump up the number to eight) I changed it to 1 and only had one Assault Rifle Random Offset in the Effect: Effects + field. I noticed that the weapon still hits targets along with a sound and a muzzle flash, but the single beam does not show up. When I revert the Assault Rifle Shells back to the default, multiple beams showed up again. Does anyone know what is happening?

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    posted a message on (Solved) Require Multiple Buildings of the Same Type?

    @Khalanil1: Go

    Alright, it works! Thank you all for your help.

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    posted a message on (Solved) Require Multiple Buildings of the Same Type?

    Alright, yeah, I'm an idiot, it works, but now there is another problem. In the tool tip it says:

    - 3 Refineries (in red)

    3 (in green)

    Even though the tool tip box for the constant is blank, a random 3 that isn't even colored red is displayed below the requirement. Is there anyway to make it only say 3 Refineries?

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    posted a message on (Solved) Require Multiple Buildings of the Same Type?

    @Kabelkorven: Go

    Thank you, but I followed the post that said to do something along these lines:

    Greater Than Or Equal (Tooltip: "3 Supply Depots")

    Count Unit "Supply Depot" completed

    Constant 3

    And I still had no constant value to change. I have no idea what I'm doing wrong.

    EDIT: WAIT! I noticed there is a field I can add myself called constant, but it doesn't seem to be directly associated with anything. Will it just affect the field above it? If so I feel like a complete moron. I am going to test it out.

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    posted a message on (Solved) Require Multiple Buildings of the Same Type?

    @zorbotron: Go

    That's the thing, it won't let me. When I right click on use the add node button is grayed out.

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    posted a message on (Solved) Require Multiple Buildings of the Same Type?

    I do not see the constant part. Here is a picture of the requirement for the refinery I made. I noticed that your tree shows the nodes beneath show, but that's to show the button I believe, not if it is useable or not. I don't want it to disappear if the conditions aren't met, I just want it to be grayed out (which it does fine right now, but it only needs one refinery.) I tried setting it up like that anyways and a constant value did not appear.

    Requirement Picture

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    posted a message on (Solved) Require Multiple Buildings of the Same Type?

    @SnyderGuy: Go

    Alright, thanks, but you never explained the constant field. I do not see it in the requirement.

    Posted in: Data
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