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    posted a message on [Actor] Attached turrets with X and/or Y offsets do not face their attack targets directly (Somewhat Solved)

     I made the turrets turn with Look At actors by copying the values everything from the PhotonCannonTurretLookAt actor, except the Supporter Subject. But when i switched the models from the Liberator model back to the Umojan Auto Turret model, the turret stopped turning again. I don't think it is possible to solve this issue unless the turret model files are modified to be able to work with Look At actors.

    Posted in: Data
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    posted a message on [Unit/Weapon] Buildings with attached turrets attack slower if the target is infront of it.

    This is a separate thread of the one about attached turret facing to write about another issue i have with buildings that can build multiple turrets on top of themselves. The turrets are attached model actors.

     

    The problem is straightforward, when a building with attached turrets attacks a target, it attacks slower if the target is in front of the building. In the past the turret would not fire at all if the target is in front, but that was solved by setting the Only Fire at Attack Target, Only Fire While Attacking and Linked Cooldown flags to false on the primary turret weapon.

     

    The buildings do have all possible weapons and turrets at all time, but are disabled until the proper behavior is applied. All weapons are set up in such way as to allow all weapons to fire at once.

     

    Posted in: Data
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    posted a message on [Actor] Attached turrets with X and/or Y offsets do not face their attack targets directly (Somewhat Solved)

    I made a faction variant of most terran buildings and those variants can build turrets on top of themselves.

     

    The turrets are attached models (model actors) using Turret actors to turn. The problem, that i found recently, is that the turrets do not face their targets directly when the turret has an X and Y offset unless the target is in front of the turret model. As a side note this is also the case with the Diamondback model, because it's turret is also off center.

     

    I tried to use Look At actors to fix the issue, because those actors are used to allow a model with multiple turrets, like Battlecruisers, to make the turrets face the target correctly. However I might be missing something, because i swapped the original turret model with the Liberator model, that also uses Look At actors for it's turret in Defender Mode, to check if the turret issue is model related but the turret still doesn't turn.

     

    Here is how one of the Look At actor is set up. It is the same for other Look At actors, other than the Type, Types ID and Supporter Subject

     

    <CActorLookAt id="UmojanMissileTurretLookAt1" parent="UnitTurret">
    <Supporter Subject="UmojanMissileTurret1"/>
    <Type value="UmojanMissileTurret1"/>
    <Types Id="UmojanMissileTurret1">
    <Start Group="Turret_00" Weight="1" Time="150"/>
    <Stop Group="Turret_00" Weight="1" Time="150"/>
    </Types>
    </CActorLookAt>

     

    Here are the events, that the turret models, have involving their respective Look At actors.

     

    <On Terms="ActorCreation" Send="Create UmojanRailgunTurretLookAt1"/>
    <On Terms="WeaponStart.UmojanDefensive15mmRailgun.AttackStart" Target="UmojanRailgunTurretLookAt1" Send="LookAtEngage Continue"/>
    <On Terms="WeaponStop.UmojanDefensive15mmRailgun.AttackStop" Target="UmojanRailgunTurretLookAt1" Send="LookAtDisengage"/>

     

    The turret models i am using are a Umojan Auto Turret, Umojan Missile Turret and the NewFolsomTurret_0.

    Posted in: Data
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    posted a message on WARCRAFT III REFORGED -> Export Models into M3's for SC2 Editor?

    In reply to watterboy16:

     It might not be necessary for the Reforged models. If you look at the warcraft art mod you can find the reforged blademaster model. This can mean that more models may be added one day.

    Posted in: Artist Tavern
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    posted a message on [Solved] Drop-pod ability doesnt transfer behaviors to created units.

    In reply to DrSuperEvilGamepedia:

     Only standard dependencies.

    Posted in: Data
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    posted a message on [Solved] Drop-pod ability doesnt transfer behaviors to created units.

    In reply to DrSuperEvilGamepedia:

    My mod file doesn't have any data trigger hybrids. I have created the ability entirely in the data module from scratch.

    Posted in: Data
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    posted a message on [Solved] Drop-pod ability doesnt transfer behaviors to created units.

    In reply to DrSuperEvilGamepedia:

     By triggers do you mean the ones in the Trigger Module? And if so i haven't used any triggers.

    Posted in: Data
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    posted a message on [Solved] Drop-pod ability doesnt transfer behaviors to created units.

    In reply to DrSuperEvilGamepedia:

    Use a Transfer Behaviour effect to copy the buffs on the old units to the newly created ones before destroying them.

       The Transfer Behavior effect works. Just to explain here what i have done:

     

       I have added a Set effect with the Modify Unit effect and a Create Persistent effect with a Period Count of 15, the Period and Initial Effect fields have the Transfer Behavior effect and the Target: Location to Target Unit. The Create Persistent effect is there, because the Transfer Behavior effect copies a random behavior and not every single one. The high period count is to ensure that all behaviors are actually copied, because if the period count is too low, the CP will be inconsistent with the copying.

       As of the Transfer Behavior effect i set the Effect: Count to -1, Effect : Copy to true, Target: Impact Unit to Target and Target: Launch Unit effect reference to the create unit effect.

    Else use a Use Calldown effect to directly unload your units without having to clone them.

     

     

       The reason i want to do the ability this way, is because there doesn't seem to be a way for the Use Calldown effect to unload units only from the caster and not from other units of the same unit type as the caster. To clarify the caster has both the transport and the drop-pod ability.

     

     

       Anyway thanks for the help. Now the autocast issue is left, but as i said at the beginning i don't really care if i ever manage to resolve it.

     

     

      

    Posted in: Data
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    posted a message on [Solved] Drop-pod ability doesnt transfer behaviors to created units.

    Edit: Control groups are now retained by enabling the select control group flag and setting the Effect: Select Unit value to Target in the create unit effect.

    Posted in: Data
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    posted a message on [Solved] Drop-pod ability doesnt transfer behaviors to created units.

      As of right now i have a functional drop-pod ability, that removes all units within a transport and creates a copy of them at target location.

     

    The only problem is that the copied units do not retain any behaviors that may be applied to them like Plague (the effect that i use for testing). In addition abilities with autocast setting are reset to default and control groups are also not retained.

     

    I want the gained behaviors to be applied to the copied units at least.

     

     

    Here is the order of effects:

     

    Create Persistent For Drop Pod Model

     

    Iterate Transport to remove each cargo unit and create a copy unit at target location

     

      A set with:

     

        The create unit effect to copy cargo units and apply the following spawn effect

     

           Modify Unit, that currently copies only vitals and kill count.

     

        The damage effect used to remove cargo units.

    Posted in: Data
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