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    posted a message on [Effect] Jump Jets on Siege Tanks, Goliaths etc

    That's where I'm headed too! I don't think it's in the editor.

     

    (I might try rigging up my own effects - I assume all I'd need to do is trigger an effect in the actor while the placeholder unit is moving)

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    posted a message on [Effect] Jump Jets on Siege Tanks, Goliaths etc

    I have. That's what's puzzling me. I have a feeling that what it's doing is placing the smoke model multiple times underneath the Siege Tank placeholder in the Effects pane.

     

    What's interesting is that any of the units with the jump jet or cliff-jump ability (except for the Reapers) don't show their smoke/fire animations. You can use a trigger to grant them to the campaign upgrade, and they jump exactly as they do in the campaigns, but there's no animations.

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    posted a message on [Effect] Jump Jets on Siege Tanks, Goliaths etc

    It's just so strange... Maybe the jump jets are part of the Nova assets and just not available in the editor?

     

    The ability "Jump Jet Redeploy" which causes the tank to hover up and then land with a slam looks exactly like this: , except there are no rockets. The sound occurs. When I look at the Effect+ for the ability, it creates an effect called SiegeTankJumpJetCreatePlaceholder (Unnamed) and under Place Unit, it has Siege Tank Jump Jet Placeholder. This "unit" has an actor with a long list of events that I assume are the unit being propelled thru the air and landing to its splat animation.

     

    When I look through the SiegeTankJumpJetCreatePlaceholder effect, it's essentially starts a chain of effects that spawn each other:

     

    -> SiegeTankJumpJetCreateCP (Unnamed) -> SiegeTankJumpJetLM (Unnamed) -> Impact Effect: RemoveSiegeTankJumpJetPlaceholder and Finish Effect: RemoveSiegeTankJumpPlaceholderSet.

     

    But I don't see any mention of the jets. The closest thing I can find as a model is SiegeTankJumpJetLaunchModel which appears to be some of the smoke effect (though it doesn't look the same as in the game).

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    posted a message on [Effect] Jump Jets on Siege Tanks, Goliaths etc

    Would that be the case if I'm not duplicating the siege tank? It's the regular tank built in the normal tech tree, I just added a trigger that grants the jumpjet requirements so that the jumpjet ability is permitted for the tank. 

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    posted a message on [Effect] Jump Jets on Siege Tanks, Goliaths etc

    Hi DrSuperEvil

     

    Looks like the actor called SiegeTankJumpJetLaunchModel. (There's also SiegeTankJumpJetLandingModel.) Looks like those actors have animation triggers that cast the jumpjet effect. Just not sure why they don't appear! (I haven't altered the Siege Tank other than to move the command card tiles around.)

     

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    posted a message on [Effect] Jump Jets on Siege Tanks, Goliaths etc

    I'm making a mod extension and it has everything added thru Nova dependencies.

     

    I've granted the ability Jump Jet - Redeploy and the Siege Tanks - Jump Jets button to the command card for the Siege Tank, triggering this ability and added the Hover Tech upgrade via a trigger (Set Siege Tank Hover Tech upgrade level 1 for picked player in a Player Group - Pick each player loop). This gets the unit to leap up and slam down as it should. I have it jumping properly, except that the jump jet rockets/effect don't appear. 

     

    The unit also seems to have the actor "SiegeTank_JumpJet_Launch_Actorsound" as well as "SiegeTasnkJumpJetLandingModel" and "SiegeTankJumpJetLaunchModel" attached. I see various Effects attached (SiegeTankJumpJetCreateCP, SiegeTankJumpJetCreateTimeOutAB, SiegeTankJumpJetCreatePlaceholder etc).

     

    Am I missing something extra? I've got the hover jump ability working for many units that had it in the Nova campaign, but they just don't show the rockets.

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