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    posted a message on Turrets and Weapon Fire

    I tried changing the invisible model to a phoenix and it still wouldnt turn when I attach the Cannon to it's SOpAttachTurret.

    As for the site, I'm doing the exact same thing (well, following the idea) of what you did in your demo map and it still isn't working :( The Action has the Site I created and the Site itself has the Cannon as host, and SOpAttachWeapon as Site Operations. I checked in the custscene editor and the Cannon model indeed has a weapon attachment.

    Posted in: Data
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    posted a message on Turrets and Weapon Fire

    By TurretZ I assume you mean SOpAttachTurret? I actually did try SOpAttachTurret before I tried Origin and still the Cannon would not turn. The model actor onto which the Cannon is Hosted does turn. I tried Hosting the Cannon on Creator since the invisible model is the model that creates the Cannon on Actor Creation.

    Reseting Art: Beam to default value did not fix the Site problem.

    I did take a look at your map and... I don't understand anything xD I don't even know what Newtonian ballistics is. :P

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    posted a message on Turrets and Weapon Fire

    Tried the rotator thing already. Didn't work :( I have the Cannon Hosted on the invisible model that rotates, and the Site Operations is SOpAttachOrigin.

    The Art: Beam has the same value as the Art: Missile, which is the actor of the missile that gets launched. In the Events, this line exists by default:

    Effect.AntiMatterLM.Start
    - At Caster
    Create

    So, as far as I can tell, there's no reason why the Action actor isn't being created.

    PS: what are the Events that go inside the Site actor? Currently it's UnitBirth.Ship > Create

    Posted in: Data
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    posted a message on Turrets and Weapon Fire

    @ArcaneDurandel: Go

    1) The invisible model is a Model Actor. I tried to change the Scope Bearing Tracking on the Cannon's Model Actor to all 3 options but it didn't do anything.

    @DrSuperEvil: Go

    1. I did. The invisible model itself it the thing that rotates. I set the model to a phoenix just to be sure that it actually turns and it indeed turns. For some reason the Cannon model attached to the invisible model/phoenix doesn't not rotate. Both the invisible model and the Cannon have Position and Rotation as Accepted Transfers.

    2. I made a Site actor that has the Cannon model as Host. The Site is created when the Unit Actor is created. In the Action I set the Launch Site to the aforementioned Site Actor. Strangely enough, when I look at the actors in the weapon tab, the Site actor doesn't show up. Then In the Site's Host Site Operations + I set it to SOpAttachWeapon, but the missile is still launching from the ground at the center of the UnitActor.

    Posted in: Data
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    posted a message on Calling Down Ship from Orbit after Morph

    Oh... I was unaware there was a timer action :f

    There's nothing wrong with the engineer's stick, I'm not sure why I wrote that lol. Will try and make that happen tomorrow.

    Posted in: Data
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    posted a message on Turrets and Weapon Fire

    So I have this unit. On it's UnitActor, it has an invisible model hosted on it's head attachments. That invisible model is host to a ModelActor (using the Korhal Cannon). The inivisible model is a turret and rotates as it should, but the attached Korhal Canon does not. I tried replacing the Cannon with a phoenix model and a baneling model and they still do not rotate. That's problem 1.

    Problem 2 is the fact that I need the weapon of the Cannon to fire from the tip of the Cannon, which is Weapon00. The UnitActor of the ship attacks, and the missile should launch from the Cannon tip. I've been unsuccessful at making this work so far. Looking at things like launch queries and whatnot just confuses me further.

    Need help with those :\

    Posted in: Data
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    posted a message on Calling Down Ship from Orbit after Morph

    Idk if I should make it on morph start since this ability is going to be like an upgrade, and it'll cost resources and will take time to finish. Anyway, the idea sounds good.

    So I have 4 model actors. 2 of them are the actual visual representation of the engineer and the ship. The other 2 are 'model holders', the sticks. So on the sticks I do:
    Morph.*.Finish
    -Morph from engineer
    -Morph to ship
    Create

    For the stick of the ship I set it's default scale with a Z axis of 8. For its events I do: ActorCreation
    Create ShipModel

    ActorCreation
    Set Opacity 0.

    ActorCreation
    SetScale x=0. y=0. z=3. with 1.5 blend in duration

    What I don't know what to do next is detect when the scale change has ended (in 1.5 seconds, which is what I expect the blend in duration to do). Furthermore, what actions would that particular scale-detection event have? I need to reveal the morphed Unit Actor, but how do I do that from the stick of the ship? The reason why I'm doing that from the events of the ModelActor that holds the ship is because I'm timing the drop-from-orbit duration on the end of the scale change.

    I do the same for the stick of the engineer, except its size is default and it doesn't have a scale-change event.

    Posted in: Data
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    posted a message on Calling Down Ship from Orbit after Morph

    Oh, interesting direction. It never really occurred to me to use an invisible model to mimic height change. I'm not sure about the Effect - Instant/Target ability, though. The idea is to have the unit (called an Engineer) cast a spell for X seconds. When the spell is over, a ship lowers down from the sky and once it reaches normal flying height, the Engineer becomes the ship. That's kinda why I wanted to use a morph spell, which would also preserve the Engineer's control group.

    Posted in: Data
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    posted a message on Calling Down Ship from Orbit after Morph

    I'm trying to make an upgrade spell where a pilot calls down his ship from orbit via a morph spell. When the morph completes, the ship lowers down like Raynor's banshee calldown and once it reaches its normal height, the pilot teleports on board. The problem is, I can't really find the events to make this happen in the data editor.

    Or is a morph spell the wrong way to go? I need the ability to cost resources.

    Posted in: Data
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    posted a message on Attachment Issue

    Not sure how the Model Swap thing would work out since doesn't seem to take GenericUnitStandard actors, but the Greater Spire trick did it! Many thanks, Doc. :D

    Posted in: Data
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    posted a message on Attachment Issue

    I didn't actually know there was such a thing as ::Creator, though I'm not sure how to change one Unit Actor for another. Morphing abilities don't swap out the Unit Actors (I checked with triggers and the debugging text always returns the same actor after whatever morphing ability I used) and I'm not sure how I would replace the existing actor through events.

    The Model Actors destroy and create nicely with the ::Creator method you suggested.

    EDIT: Okay so I did a thing that appears to work, but might cause problem if the unit is killed. I destroy the Unit Actor on morph end and then on Actor Destruction I create the actor of the upgraded unit. Still getting some animation weirdness the first time I lift-off the starport after upgrade, but the main concern I have is that the starport can upgrade into 2 different kind of units, but I can't differentiate between either because right now the new Unit Actor is created on Actor Destruction. I can't use Actor Destruction to differentiate because it's the same base unit that can upgrade into the 2 variants. I'm hoping you could point me out to a term I can use to make the difference?

    Posted in: Data
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    posted a message on Attachment Issue

    Not sure I understand how to use this. Tried setting the reference source to the Unit Actor of the base unit or even the upgraded unit on Morph finish, but it still doesn't host properly. The Model Actor of the upgraded unit is created in the events of the base unit's Unit Actor.

    Posted in: Data
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    posted a message on Attachment Issue

    Yep. The only issue now is that the starport can upgrade into something else I need to find a way to create another Model Actor that's hosted on another Unit Actor. Is there a way to change the Host through Events or Triggers?

    Posted in: Data
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    posted a message on Attachment Issue

    I tried with Actor Creation but I can't get the model to appear. I don't have much experience with Actor Creation, I'm afraid. As for supporter fields, I've never used those. How do I use that?

    EDIT: DSG on Hive showed me how. The Actor Creation should be on the Unit Actor's events:

    Actor Creation: Create.[YourModelActor]

    This circumvents the use of UnitBirth

    Posted in: Data
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    posted a message on Attachment Issue

    /sigh
    Blizzard, why...

    Thanks for figuring this out :)

    Posted in: Data
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