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    posted a message on Guidance mover moving past unit

    Awesome! Thanks again DrSuperEvil.

    Posted in: Data
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    posted a message on armor and attack type

    Look at the Combat: Amount, Combat: Attribute Bonus, and Effect: Random fields on your damage effect.

    Also, look at Unit: Attributes on your unit ( ex: armored, light )

    Posted in: Data
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    posted a message on Guidance mover moving past unit

    Upon further examination the launch site was falling back to Combat: Launch Site Fallback. Can SOPSourcePoint not be used as a launch site?

     

    Edit: I was able to fix by reverting the two missile actors to generic missiles (yes I forgot to change parent from tentacle missile) and by making the above change. Still it seems there is no launch site now and that fixed it... strange.

     

    Still having a single launch missile effect that returns properly would be preferable.

    Posted in: Data
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    posted a message on Guidance mover moving past unit

    I assume you are referring to the point defence drone? (Because I believe those don't return)

     

    I think I have found a workaround by using two separate launch missile effects, missile ammo units, missile actors, and attack action actors.

     

    However, for some reason, the art is launching from the wrong point on the return effect. It appears to be launching from the starting location of the caster unit. It needs to be launching from the target point (source point from reference of Launch Missile Return). I tried fixing this with the SOPSourcePoint launch site as shown below, but it did not appear to work. Does something else need to be done when launching from a non-attachment point?

     

    Here is how I have it setup.

     

    Launch Missile:
    (Basic) Effect: Ammo Unit^ Weapon - Boomerang
    (Basic) Effect: Impact Effect^ Boomerang Return (Launch Missile)
    (Basic) Effect: Periodic Effect^ Search Effect
    (Basic) Target: Impact Location^ + (None):Target Point:Unknown
    (Basic) Target: Launch Location^ + (None):Caster Unit:Unknown

     

    Launch Missile Return:
    (Basic) Effect: Ammo Unit^ Weapon - Boomerang Return
    (Basic) Effect: Periodic Effect^ Seach Effect
    (Basic) Target: Impact Location^ + (None):Caster Unit:Unknown
    (Basic) Target: Launch Location^ + (None):Source Point:Unknown

     

    Return Attack Action Actor(Generic Attack):
    (Basic) Art: Boomerang
    Combat: Launch Assets + (None):(1.000000):(None)
    Combat: Launch Attachment Query + Ignored
    Combat: Launch Site SOpSourcePoint
    Combat: Launch Site Ops + SOpSourcePoint:Enabled:Enabled
    (Basic) Event: Events + (Effect.LaunchMissileReturn.Start; At Caster):(||||||):(Create)

    (Token) Launch Effect: Launch Missile Return

     

    I assume the cause is the action actor.

     

     

     

     

    Posted in: Data
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    posted a message on Guidance mover moving past unit

    I have tried experimenting with different return site operations, but it appears to have no effect. In addition, I experimented with Combat: Launch and Impact fields with no luck either.

    Posted in: Data
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    posted a message on Guidance mover moving past unit

    Ah okay, no worries.

    Here is the link to the test map: https://www.dropbox.com/s/s7v0ct7baprvghp/BoomerangTest.SC2Map?dl=0

     

    The boomerang should be launched at the point where a unit is so it can pick it up. Then move your unit to see the problem. Also, one thing that might help diagnose the problem is that the return impact animation occasionally happens in the wrong location when moving a certain distance from the target point.

    Posted in: Data
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    posted a message on Guidance mover moving past unit

    Sorry, I did not. I am new around here and probably should have introduced myself.

    Am I allowed to post an external link here to the map? Perhaps a dropbox link or something similar?

    Posted in: Data
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    posted a message on Adding observer to game lobby

    Use player based game attributes then check the value per player in the triggers.

    Posted in: Data
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    posted a message on Guidance mover moving past unit

    Ok, I pretty much have the unit and the launch missile ability copied over to a test map (without all the unnecessary stuff). It is a little off in that on the trip to the target point the picked up unit accelerates past the missile ammo unit, but it is very close.

     

    The medic's launch boomerang (labeled as stimpack because I was too lazy to change) launches at a target point and is supposed to return any object it crosses in its path to the medic. The object is supposed to follow the missile ammo unit, but the visual and the actual position of the missile are not the same.

     

    I have uploaded the test map as an attachment. If you would be willing to take a look at it I would really appreciate it.

     

     

    Posted in: Data
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    posted a message on Guidance mover moving past unit

    Okay the unit model does have a hardpoint attachment; however, I think the origin would be better suited for this.  I went ahead and did the following(no change occurred):

    Hosting: Host Return Site Operations + SOpAttachOrigin:Disabled:Disabled
    I am working on a test map to show the problem, but it didnt copy over properly so I am working on it.
    Posted in: Data
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    posted a message on Guidance mover moving past unit

    I do not believe that the caster unit actor has any attachment points set. I just need to missile to return to the unit (not any particular point or position) Should the Host Return Site Operations be set to something else?

     

    Are these set in the model section of the data editor under (Basic) Attachment: Attachment Properties? Or they set somehow in the actual .m3 model? I was looking at the spine crawler model (Basic) Attachment: Attachment Properties and nothing was set there.

    Posted in: Data
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    posted a message on Guidance mover moving past unit

    Ah okay makes sense. Guess it just wasn't set to anything valid before so did not change when I set to none.

     

    Oh and I forgot to post the Hosting Return Site Operations field:

    Hosting: Host Return Site Operations +	SOpAttachHardPoint:Disabled:Disabled
    

    I am unsure if I have this field correct or not.

    Posted in: Data
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    posted a message on Guidance mover moving past unit

    The Art: Beam field on action actor did have something strange in it, I set it to none (no change). Just out of curiosity what does that field do?

     

    Missile Actor:

    Hosting: Host Return -	_Selectable:Scope Caster:Actor 
    Hosting:     Actor	Actor Find
    Hosting:     Effect	Launch Missile Effect
    Hosting:     Scope	Scope Caster
    Hosting:     Subject	_Selectable
    Hosting:     Fail If No Host	Disabled
    Hosting:     Reach Across Effect Trees	Disabled
    

     

    Posted in: Data
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    posted a message on Guidance mover moving past unit

    Thank you for bearing with me DrSuperEvil.

     

    Actors are my weakest point when it comes to the entire editor; hopefully, I am posting the relevant fields.

    Action Actor Tokens(?):
    Launch Effect: LaunchMissile Effect
    
    Action Actor Fields:
    (Basic) Art: Missile Actor
    (Basic) Event: Events + (Effect.LaunchMissile.Start; At Caster): Create
    Combat: Launch Assets + Hunter Killer Attack Launch:(1.000000):Launch Missile Sound <br />Combat: Launch Attachment Query + Weapon 0:Center //Not sure if this is correct or even needed

    Everything else is left as default with parent of actor as Generic Attack.

     

     

     

    Posted in: Data
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    posted a message on Guidance mover moving past unit

    I have a missile actor, an attack action actor, caster unit actor, a continuous sound actor, a range abili actor, and a return impact actor (does animation at impact point).

    Posted in: Data
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