No the problem is the duplicated tentacle weapon doesnt move right it does not seem to link to the correct site ops automatically. It is actually alot harder to get looking right than you think
Try with a negative heal effect, those might pierce shields. In the worst case use an apply behaviour effect that appies a -ve hp regen buff that is hidden for a fraction of a second.
The validator you are seeking can be made by modifying Life < 1/4 HP and is used in the show flames on buildings actors. Easy answer to your question make a requirement that requires a hidden behaviour that is disabled if the validator returns false. That way when your hp is under x% the validator is true and the behaviour functions enabling the requirement to show/use the ability.
@Kueken531 You could have skipped using the Use Magazine effect from the carrier since the invisible interceptors are external and would attack the weapon target anyhow.
Also I think what BorgDragon means is to give an element of control as to how the attachment is rotated eg turns left with effect start then right on cast.
Launch missile effect you need to create an ammo unit which you can give innate behaviours (eg generate creep) to and custom movers. Set the Effect - Impact Effect to what you want.
Sometimes when you dupe actors the events dont dupe fully and you need to set some of the target fields manually. A good example of this is the collossus beam. With the attacking the center of the building that is probably due to wonky site operations for the impact or target. I have not yet tried to make a tentacle but I vaguely remember the one event specifying the impact target.
Also look up the Uberlisk Tutorial since they seem to get the tentacles working.
I repeated what you did and found that under the SpineCrawlerAttackMissile (Unnamed) Copy actor you need to change Hosting - Host Return - Effect and Hosting - Host Supporter - Effect to the copy of the Launch Missile effect to get it working. I am still trying locate the cause of your visual problems
Been using homology studies and found under the Actor SpineCrawlerAttack (Unnamed) the far bottom event Effect.ImpalerTentacleLM.Start>At Caster>Create is one of the causes.
The SpineCrawlerAttackMissile (Unnamed) actor is a fault through it's communication with the Launch Missile effect. I will look into more detail tomorrow.
The ownership change between players is simple, just use the interact ability like used by the Xel'Naga tower. Only way I can think of the turn neutral when host unit dies without using triggers is to have an on death response handled behaviour on the host unit that applies a search area effect with an issue order that targets a specific neutral dummy unit (set by filters and what unit is known as) which then applies a mind control behaviour that is applied to the spawned units if orphaned. The set orphaned can probably be done using a buff behaviour that is applied along with the unit spawn and a validator that deactivates it if the host unit (caster) dies.
I am not 100% sure this will work but it is worth a try.
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A morph that temporarily removes collision of the unit?
Or some jump based ability which has to select the building to jump over?
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No the problem is the duplicated tentacle weapon doesnt move right it does not seem to link to the correct site ops automatically. It is actually alot harder to get looking right than you think
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Try with a negative heal effect, those might pierce shields. In the worst case use an apply behaviour effect that appies a -ve hp regen buff that is hidden for a fraction of a second.
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Try a non-guided mover like a lob that targets a point and a reasonable colision on the missile unit.
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Through single deletions I have found
Under the Action actor the following fields have been found to be vital for the correct function of the tentacle
Art - Beam gets changed to 2 change it back and the tentacle responds to movers in both directions.
Attachment - Launch Attachment Query - Method is responsible for the forward movement
Target - Launch Site Ops - Operations is responsible for the forward movement
Target - Launch Site is responsible for the forward movement
Art - Missile Has features in it needed for movement in both directions (to be looked at still)
Under the Missile actor
Hosting - Host Return - Scope vital for any returning (else tentacle dies)
Hosting - Host Return - Subject Causes the tentacle tip to turn at right angle (as seen in dupe)
Hosting - Host Return Site Operations - Operationst vital for tentacle return movment
Hosting - Host Supporter - Scope Needed for animation of attack to show
Hosting - Host Supporter - Subject Links tentacle to missile
Hosting - Pre Host needed for movement in both directions
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Yup I see your problem and will tell you when I find out how to fix it.
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You tried setting the filters for the transport ability?
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Ah, so you think he means piercing? If so then I agree with you.
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The validator you are seeking can be made by modifying Life < 1/4 HP and is used in the show flames on buildings actors. Easy answer to your question make a requirement that requires a hidden behaviour that is disabled if the validator returns false. That way when your hp is under x% the validator is true and the behaviour functions enabling the requirement to show/use the ability.
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Actor events, they exist so they must do something and I would like to know what.
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Does no one in this community know what these event actions do?
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@Kueken531 You could have skipped using the Use Magazine effect from the carrier since the invisible interceptors are external and would attack the weapon target anyhow.
Also I think what BorgDragon means is to give an element of control as to how the attachment is rotated eg turns left with effect start then right on cast.
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Launch missile effect you need to create an ammo unit which you can give innate behaviours (eg generate creep) to and custom movers. Set the Effect - Impact Effect to what you want.
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Sometimes when you dupe actors the events dont dupe fully and you need to set some of the target fields manually. A good example of this is the collossus beam. With the attacking the center of the building that is probably due to wonky site operations for the impact or target. I have not yet tried to make a tentacle but I vaguely remember the one event specifying the impact target.
Also look up the Uberlisk Tutorial since they seem to get the tentacles working.
I repeated what you did and found that under the SpineCrawlerAttackMissile (Unnamed) Copy actor you need to change Hosting - Host Return - Effect and Hosting - Host Supporter - Effect to the copy of the Launch Missile effect to get it working. I am still trying locate the cause of your visual problems
Been using homology studies and found under the Actor SpineCrawlerAttack (Unnamed) the far bottom event Effect.ImpalerTentacleLM.Start>At Caster>Create is one of the causes.
The SpineCrawlerAttackMissile (Unnamed) actor is a fault through it's communication with the Launch Missile effect. I will look into more detail tomorrow.
0
The ownership change between players is simple, just use the interact ability like used by the Xel'Naga tower. Only way I can think of the turn neutral when host unit dies without using triggers is to have an on death response handled behaviour on the host unit that applies a search area effect with an issue order that targets a specific neutral dummy unit (set by filters and what unit is known as) which then applies a mind control behaviour that is applied to the spawned units if orphaned. The set orphaned can probably be done using a buff behaviour that is applied along with the unit spawn and a validator that deactivates it if the host unit (caster) dies.
I am not 100% sure this will work but it is worth a try.