Staredit Network > Forums > SC2 Assistance > Topic: Duplicated missile
Duplicated missile
Aug 31 2010, 3:39 am
By: Alzarath  

Aug 31 2010, 3:39 am Alzarath Post #1

Praetor

Here's what I did:

1. Duplicated the Longbolt Missile weapon along with its actor and 3 effects
2. Duplicated the unit 'Weapon - Longbolt Missile' and its actor
3. Set the new unit to the duplicated weapon
4. Changed it so 3 missiles fire instead of 2
5. Changed the Mover of the unit to 'Drunken Missile'
6. Changed the damage and attack speed

Here's the result:


As you may be able to see, the missiles do damage as they hit the turret, but the (non-damaging) explosive effects happen right as the missiles are fired, instead of when the missiles make impact.



None.

Aug 31 2010, 4:58 am Jack Post #2

>be faceless void >mfw I have no face

Haven't got a working data editor atm but I'll try remember what to do:

Search the actors for the one named something like Longbolt Missile Impact. Make sure that the weapon or unit is linked to that, and that the Longbolt Missle Impact actor is set so it explodes when the weapon finishes firing, or whatever.

Could be talking out of my behind as I can't check it with a data editor :(



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Aug 31 2010, 5:05 am Alzarath Post #3

Praetor

Quote from Jack
Haven't got a working data editor atm but I'll try remember what to do:

Search the actors for the one named something like Longbolt Missile Impact. Make sure that the weapon or unit is linked to that, and that the Longbolt Missle Impact actor is set so it explodes when the weapon finishes firing, or whatever.

Could be talking out of my behind as I can't check it with a data editor :(

Can't find any actor with the word impact in it relating to the weapon. :\ Get your data editor working so you can help me. D:

Reinstall or something. :\



None.

Aug 31 2010, 6:20 am Temp Post #4



The missile turret attack actor has this event

Effect.LongboltMissileU.Start
->At Caster
->FromEffectTreeDescendant
ActionImpact

When I remove it the missiles no longer explode on impact.



None.

Aug 31 2010, 11:52 am Alzarath Post #5

Praetor

Well, that didn't help at all. But the good news is I found another weapon to replace that is more fitting, so it's no longer an issue.



None.

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Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[07:31 pm]
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[05:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
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Ultraviolet -- :wob:
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