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    posted a message on The Trouble with Turrets (Solved)

    Okay. Here's the map. All the relevant actors and such can be brought up by searching the phrase "laser turret". There are a couple of (hostile) instances of the unit placed on the map near an Observer, with a group of units to attack them with for testing turret activity.

    Posted in: Data
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    posted a message on The Trouble with Turrets (Solved)
    Quote from DrSuperEvil: Go

    Is your turret in the Combat - Turrets and Combat - Weapons - Turret fields of your unit?

    The Combat - Turrets field is important for turrets not on the main unit actor.

    I've tested it with the turret in both, and with it only in Combat - Weapons - Turrets. Should I take it out of the latter and have it only in the former?

    Posted in: Data
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    posted a message on The Trouble with Turrets (Solved)
    Quote from StragusMapster: Go

    Other details could be wrong, such as the weapon's arc ( which should be 0 or so, certainly not 360 ).

    Thought of that one, but it was 0 to start with. Even if it had been 360, the turret should've been spinning while idle and it wasn't.

    Quote:

    Since 1.4.0, whenever creating/modifying/duplicating a CActorTurret actor, the Pitch Query field gets filled up with stuff like "Invalid LinInvalid Lin". I'm not sure if it would cause your symptoms, but if so, edit the XML and delete the line.

    I noticed that, but I went into Pitch Query and deleted all of those from Methods, and the game stopped giving me error messages.

    Quote:

    If all else fails, feel free to post a map (or paste really all relevant data).

    The whole map? Or is there an easy way to copy-past units/actors/etc. to a blank map?

    Posted in: Data
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    posted a message on The Trouble with Turrets (Solved)

    Alright, it's been awhile. I kept at it but got frustrated, scrapped everything I had of the unit and vowed to start fresh on it later, then moved onto other parts of my map.

    I've since come back to it and tried again. I've got the attachments all set up again, this time attaching the Shrike turret model to the TurretZ hardpoint of a Bunker model, which is in turn attached to the Tech Reactor model I want to use as a base. The combination of the three looks pretty good and I've got it all aligned and everything. I've got the weapon set up, and even got it shooting from the Shrike turret's gun barrels.

    However, I still can't get the turret to rotate to face its targets, and I can't for the life of me figure out why not. The Shrike model is attached to the Bunker's TurretZ hardpoint, I've got the Turret actor set to use the Shrike model as its body and TurretZ for its Yaw Query, I've got the unit set to use the right Turret for the weapon...

    I've checked over the various tutorials and double-checked every field they mention. What other factors could I possibly be missing here?

    Posted in: Data
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    posted a message on How do I make mothership shoot more than 2 lasers ?

    The reason you're getting beams damaging over a longer period of time is because you've modified the Period value of the Persistent Effect. When the Mothership's weapon fires at a target, it first creates a Set Effect which then creates two Persistent Effects, one for each of the two beams. These Persistent Effects create Damage Effects every so often; the exact time between them is defined by Periodic Duration. Changing the number of Periods does not make a new beam, it just extends the lifetime of the existing one.

    Changing the Period of the weapon itself also just makes it fire rapidly at the same target, creating multiple overlapping beams. The Display Attack Count is a purely cosmetic value and affects nothing other than what you see when you mouseover the attack icon.

    In order to get many beams hitting many targets at once, here's what you need to do.

    Create a Search Area Effect. This will scan a designated area and locate targets within it, then apply an Effect to each one it finds. You'll want to set this Effect so that its radius is equal to the weapon's range (otherwise you'll be shooting targets farther away than you should be able to) and so the number of maximum targets is how many beams you want the Mothership to fire. Then, for each target the Search Area Effect locates, have it trigger one of the already-existing Persistent Effects.

    That should get you the result you're looking for.

    Oh, and you'll probably want to lower the Period of the Persistent Effect back to it's normal value, unless you want to retain the longer-duration beam.

    Unfortunately, this does not allow you to fire all of the beams at a single target if there's only one available. That would probably require Attachments with their own independent weapons and targeting, which is a lot more complicated than just making the beam multi-target.

    Posted in: Data
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    posted a message on (Solved) Invincible Spider Mines?

    I just managed to stumble across the behavior itself completely by accident and removed its invulnerable and untargetable flags. The application of it in the Unburrow ability is obnoxiously well-hidden; doesn't show up in the links at all. I didn't find it until after I came back to report success and went over it more carefully (in Info -> Effects -> Stats -> Start, for those curious).

    Thanks anyway, though.

    Posted in: Data
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    posted a message on (Solved) Invincible Spider Mines?

    I'm experiencing this same problem. My first thought was the one given in the original answer, but none of those boxes are ticked to begin with, nor is there a Behavior altering its flags. I can't find any reason why units are unable to attack it; it's completely baffling.

    Has anyone else figured this one out?

    Posted in: Data
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    posted a message on The Trouble with Turrets (Solved)

    @DrSuperEvil: Go

    Is it the model that's going to be turning or the base model that needs the Turret Z point? Or both?

    Posted in: Data
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    posted a message on The Trouble with Turrets (Solved)

    I'm trying to kitbash a "Laser Turret" structure for AA defense. I want to combine the Tech Reactor from the campaign with the Bunker's Shrike Turret. When withdrawn into the ground, the Tech Reactor looks like the perfect "base" for the turret. I've managed to get the Shrike model attached on top of it nice and neat.

    However, the Shrike model doesn't rotate when it engages a target and I'm getting incredibly frustrated trying to figure out why not. I've scrutinized the Turret/Attachement tutorials and searched repeatedly here in the Data forum, and I suspect it may have something to do with this "Turret Z" thing I've seen mentioned a few times. I've not seen a more detailed explanation for it, however - how it works, why it's needed, etc.

    Can anybody shed some light on this?

    Posted in: Data
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    posted a message on [Solved] Train Units While Moving

    That may be part of the problem. It may need a queue, even if the build time is 0.

    Posted in: Data
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    posted a message on Neutral Research Facility [Solved]

    Belatedly, I wound up using a different work-around. Instead of conducting the research directly, the neutral structure lets you purchase an invisible, invulnerable unit which automatically conducts the research itself when it is purchased. From the player's perspective it looks exactly like you're getting research from the neutral structure, and this way a player can't monopolize the structure by leaving units parked near it.

    Posted in: Data
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    posted a message on How do I make an upgrade to affect specific unit instead of global?

    I hate to bump a four-month-old thread, but I'm having a minor problem with this solution.

    I thought it would be an ideal replacement for my original work-around (I had each "upgrade" be an Effect - Instant Ability with a long casting time), and for the most part it works like a charm. But I can't get the button for the upgrade to go away once the upgrade has been completed. It goes away while the upgrade is in the process of being researched, but once it's finished the button pops back up again.

    I had the Research ability set to use a Requirement similar to player-wide upgrades, with Not -> Count Upgrade -> Queued or Better at Unit. Then I tried setting the requirement on the button on each unit's command card, but that didn't work either. Is there an alternative I'm not seeing here?

    Posted in: Data
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    posted a message on Editing Building Hitpoints

    There are two HP values you can set for a unit via the data editor: max HP and initial HP. Initial HP determines how many hp it starts with when it is first trained/built/placed/etc. If you wanted every instance of that building to use that HP value, that's how you'd do it.

    If, however, there are other instances of that structure elsewhere on the map and you [i]don't[/i] want them to start damaged, it's probably better to do it via triggers.

    Posted in: Data
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    posted a message on [Solved] Train Units While Moving

    It's the Queue ability you need to check. It should have the "Passive" flag enabled if you want the unit to be able to move. Just look at the Protoss Carrier for an example.

    Posted in: Data
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    posted a message on Neutral Research Facility [Solved]

    I'm trying to build a neutral structure that the player(s) can visit and purchase unique upgrades for their forces.

    I took the Xel'naga Watchtower's Interact ability and used it here. I've already got another structure where any player can hire mercenaries from and it works perfectly. But when I tried to extend that principle to research I ran into a stumbling block:

    When the upgrade is purchased, it's not the player who does the purchasing that receives the benefit of it; it's the player who owns the structure. Which in this case will be Neutral Player 0. I can't find any field in the Research ability or the Interact ability to specify which player receives the benefit of the research.

    Any ideas here?

    Posted in: Data
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