I'm trying to get a weapon (with beams) to shoot in a 360 degree radius but I am not sure how to pull it off. I've been able to get the amount of beams I want to show up but getting them to shot in a 360 degree radius is confusing me. I've tried messing with the weapon arc but that didn't help at all. I'm thinking it has something to do with my impact site actors for the weapon I am using. What would be the best value to use for the Host Site Operations for my impact site actor to pull this off?
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Slow down a little and tell us exactly, what you want to do. You want a weapon, which shoots in a 360 degree radius. Should it attack multiple units? Should it use a turret, which turns in the direction of the enemy? Should it fire on the move? Should the unit turn to the target while attacking?
What exactly does not work? Actors, Sites and Site Operations are purely visual, they do not affect the "physical" mechanics of your weapon. So if the weapon itself does not work, changing the actors won't fix anything.
Also, is there a specific reason for you to use an impact site actor and site operations? For standard beam attacks, you usually get your desired effect by using just a simple action actor with an added beam, similar to the Archon attack actor.
Slow down a little and tell us exactly, what you want to do. You want a weapon, which shoots in a 360 degree radius. Should it attack multiple units? Should it use a turret, which turns in the direction of the enemy? Should it fire on the move? Should the unit turn to the target while attacking?
It should attack as many units that are in range. And I am not sure if it needs a turret as turning in the direction of an enemy really doesn't apply. Should not fire on the move and turning the unit using the weapon to its target is not what I am needing.
What I am trying to do is to get my weapon to shoot multiple beams in a 360 degree radius with a single shot. Say one beam every 10 degrees centered around my unit.
If that doesn't make sense then think of the frozen orb ability from Diablo 2 (Or better yet, poison nova).
Ignore the words, this is just a random image from google to help explain the effect I am looking for.
What exactly does not work? Actors, Sites and Site Operations are purely visual, they do not affect the "physical" mechanics of your weapon. So if the weapon itself does not work, changing the actors won't fix anything.
I can't get my beams to do what I described above. They simply all impact on the target I use the weapon on. I understand that actors don't effect the physical mechanics of the weapon. I just wasn't sure if the weapon arc effected where the beams would impact. It's the visual effect of getting my 12 or so beams to shoot off in a 306 degree radius centered around my unit that isn't working. It's partly because I am doing a lot of guess work.
Also, is there a specific reason for you to use an impact site actor and site operations? For standard beam attacks, you usually get your desired effect by using just a simple action actor with an added beam, similar to the Archon attack actor.
I am not sure about this at all. After mulling over all the impact values I am starting to think that the impact site actor isn't needed. But if not, I am not sure where to go from there.
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What I am trying to do is to get my weapon to shoot multiple beams in a 360 degree radius with a single shot. Say one beam every 10 degrees centered around my unit.
Ah, good that we clarified that. This is a whole new problem, I interpreted your first post in an entirely different way.
More specifications needed, though: You say, one beam every 10 degrees and you use the frozen orb example. This suggests, that you want to hit a limited amount of targets (36 for 10 degrees).
However, this contradicts with:
Quote:
It should attack as many units that are in range.
So, do you want the beams to actually hit a single target each, or do you want them just to indicate an area, in which all units get damaged? Also, Frozen Orb may hit the same target multiple times, do you want that as well?
@Kueken531: Go
Honestly, it doesn't matter how many targets are hit, but hitting a target only once is desired. My thought process was just to modify the weapon effect to trigger a search area effect that applies damage. I am not too concerned with how the damage is applied because I feel I've got that taken care of as the damage aspect of the weapon is currently working like I need it to. Although I haven't tested it thoroughly.
And the beams don't need a target. I'm perfectly ok if they just fly off into nothingness. So long as I can give the illusion that at least some of the beams are hitting units.
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So it would suffice, if just the whole area gets damaged? In this case, I would go for a damage effect with an area as big as your desired range executed at the source point (or a search area -> set -> damage effect , if you need additional effects or something later on) This would be just the effect of the weapon without any visuals, just good ol' plain AoE damage.
Now for the visuals, you could go about this in different ways. Probably the least amount of work would be using a dummy set effect doing nothing, which gets executed at a specific offset from the caster (realized by a persistent effect). This set effect creates a beam actor, which starts at the source unit and ends at the target point (you can use the at effect term in the event or the target point site operation to avoid having to use a site actor).
Let the persistent effect execute the dummy effect 36 times at matching offsets, and you have your circle. Calculate the offsets using trigonometric functions.
You could also use an additional beam actor hitting all targets actually taking damage, if you want.
Haven't found the time to start working with the information Kueken gave (it sounds right on paper) but I don't think impact on a mover is what I need. I think I gave a bad example of what I was needing. When I said that I needed it like frozen orb from diablo 2 I was thinking more along the lines of the ice shards that shot forth from the orb if the orb was stationary....just replace the orb with the unit which has the weapon. I guess a better example would be poison nova(necromancer ability), just a little less dramatic without as many beams.
And also, finding the correct offsets is going to be a PITA because I don't really have a firm understanding of how far away is 1 unit of X. I want to think that if I set an offset of 1,1 (for example) that the offset would be located a few inches infront and to the right a bit (based off of the direction the unit is facing). And an offset of -1,-1 would be to the left and behind?
I have no idea how it actually works but I want to say that the x and y offset values are directly related to a graph. Something similar to this? However, I am sure it's not that simple.
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Well, thats where trigonometric functions come in handy. If you want to have one beam every 10 degrees, you can calculate your offsets using Sin and Cos functions. Like this:
Offset 1=[Cos(0°)|Sin(0°)]
Offset 2=[Cos(10°)|Sin(10°)]
...
Multiply the values with your desired radius and you should have a perfect circle. Also, you only need to calculate 25% of the offsets, since the others will be the same with alternating algebraic sign (if you have [2|3] you will also have [-2|3] [2|-3] and [-2|-3])
If you want to skip the calculation, you could also start the dummy effect via trigger, where you could use a loop calculating those offsets for you.
Quote:
I guess a better example would be poison nova(necromancer ability), just a little less dramatic without as many beams.
Both FO and PN use projectiles moving away from the center of the ability. But you want the beams appearing instantly, right? Or do they need to expand slowly from the center as well?
Yes, they need to expand from the center as well. The beams should travel from point A (the unit) and each beam going one of the following points B,C,D,E,F...etc (the offsets). Which is why I initially thought it needed an impact site. But not being able to find a suitable host operation value for a site impact actor I didn't think using one would work.
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Simply epic! Thanks to all that helped, I was able to get the weapon working the way I needed it to. Turns out I didn't need an impact site actor or a mover. I just implemented the offsets Kueken suggested with a persistent effect in my weapon and it works :). I can't thank you guys enough. <3
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I'm trying to get a weapon (with beams) to shoot in a 360 degree radius but I am not sure how to pull it off. I've been able to get the amount of beams I want to show up but getting them to shot in a 360 degree radius is confusing me. I've tried messing with the weapon arc but that didn't help at all. I'm thinking it has something to do with my impact site actors for the weapon I am using. What would be the best value to use for the Host Site Operations for my impact site actor to pull this off?
Slow down a little and tell us exactly, what you want to do. You want a weapon, which shoots in a 360 degree radius. Should it attack multiple units? Should it use a turret, which turns in the direction of the enemy? Should it fire on the move? Should the unit turn to the target while attacking?
What exactly does not work? Actors, Sites and Site Operations are purely visual, they do not affect the "physical" mechanics of your weapon. So if the weapon itself does not work, changing the actors won't fix anything.
Also, is there a specific reason for you to use an impact site actor and site operations? For standard beam attacks, you usually get your desired effect by using just a simple action actor with an added beam, similar to the Archon attack actor.
@Kueken531: Go
Well put.
It should attack as many units that are in range. And I am not sure if it needs a turret as turning in the direction of an enemy really doesn't apply. Should not fire on the move and turning the unit using the weapon to its target is not what I am needing. What I am trying to do is to get my weapon to shoot multiple beams in a 360 degree radius with a single shot. Say one beam every 10 degrees centered around my unit.
If that doesn't make sense then think of the frozen orb ability from Diablo 2 (Or better yet, poison nova).
Ignore the words, this is just a random image from google to help explain the effect I am looking for.
I can't get my beams to do what I described above. They simply all impact on the target I use the weapon on. I understand that actors don't effect the physical mechanics of the weapon. I just wasn't sure if the weapon arc effected where the beams would impact. It's the visual effect of getting my 12 or so beams to shoot off in a 306 degree radius centered around my unit that isn't working. It's partly because I am doing a lot of guess work.
I am not sure about this at all. After mulling over all the impact values I am starting to think that the impact site actor isn't needed. But if not, I am not sure where to go from there.
Ah, good that we clarified that. This is a whole new problem, I interpreted your first post in an entirely different way.
More specifications needed, though: You say, one beam every 10 degrees and you use the frozen orb example. This suggests, that you want to hit a limited amount of targets (36 for 10 degrees).
However, this contradicts with:
So, do you want the beams to actually hit a single target each, or do you want them just to indicate an area, in which all units get damaged? Also, Frozen Orb may hit the same target multiple times, do you want that as well?
@OneTwoSC: Go
You should make a tutorial about asking questions correctly and accurate problem descriptions :D
(no offense, bulletbutter)
@Kueken531: Go Honestly, it doesn't matter how many targets are hit, but hitting a target only once is desired. My thought process was just to modify the weapon effect to trigger a search area effect that applies damage. I am not too concerned with how the damage is applied because I feel I've got that taken care of as the damage aspect of the weapon is currently working like I need it to. Although I haven't tested it thoroughly.
And the beams don't need a target. I'm perfectly ok if they just fly off into nothingness. So long as I can give the illusion that at least some of the beams are hitting units.
So it would suffice, if just the whole area gets damaged? In this case, I would go for a damage effect with an area as big as your desired range executed at the source point (or a search area -> set -> damage effect , if you need additional effects or something later on) This would be just the effect of the weapon without any visuals, just good ol' plain AoE damage.
Now for the visuals, you could go about this in different ways. Probably the least amount of work would be using a dummy set effect doing nothing, which gets executed at a specific offset from the caster (realized by a persistent effect). This set effect creates a beam actor, which starts at the source unit and ends at the target point (you can use the at effect term in the event or the target point site operation to avoid having to use a site actor).
Let the persistent effect execute the dummy effect 36 times at matching offsets, and you have your circle. Calculate the offsets using trigonometric functions.
You could also use an additional beam actor hitting all targets actually taking damage, if you want.
@Kueken531: Go
In short have the beam visuals impact on a mover actor that follows the persistents like a colossus weapon
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
From what I understand, he doesn't need moving beams?
Haven't found the time to start working with the information Kueken gave (it sounds right on paper) but I don't think impact on a mover is what I need. I think I gave a bad example of what I was needing. When I said that I needed it like frozen orb from diablo 2 I was thinking more along the lines of the ice shards that shot forth from the orb if the orb was stationary....just replace the orb with the unit which has the weapon. I guess a better example would be poison nova(necromancer ability), just a little less dramatic without as many beams.
And also, finding the correct offsets is going to be a PITA because I don't really have a firm understanding of how far away is 1 unit of X. I want to think that if I set an offset of 1,1 (for example) that the offset would be located a few inches infront and to the right a bit (based off of the direction the unit is facing). And an offset of -1,-1 would be to the left and behind?
I have no idea how it actually works but I want to say that the x and y offset values are directly related to a graph. Something similar to this? However, I am sure it's not that simple.
Well, thats where trigonometric functions come in handy. If you want to have one beam every 10 degrees, you can calculate your offsets using Sin and Cos functions. Like this:
Offset 1=[Cos(0°)|Sin(0°)]
Offset 2=[Cos(10°)|Sin(10°)]
...
Multiply the values with your desired radius and you should have a perfect circle. Also, you only need to calculate 25% of the offsets, since the others will be the same with alternating algebraic sign (if you have [2|3] you will also have [-2|3] [2|-3] and [-2|-3])
If you want to skip the calculation, you could also start the dummy effect via trigger, where you could use a loop calculating those offsets for you.
Both FO and PN use projectiles moving away from the center of the ability. But you want the beams appearing instantly, right? Or do they need to expand slowly from the center as well?
Yes, they need to expand from the center as well. The beams should travel from point A (the unit) and each beam going one of the following points B,C,D,E,F...etc (the offsets). Which is why I initially thought it needed an impact site. But not being able to find a suitable host operation value for a site impact actor I didn't think using one would work.
Well, if the beams need to move, you will need a mover site, like DrSuperEvil mentioned (or a workaround with missiles).
Simply epic! Thanks to all that helped, I was able to get the weapon working the way I needed it to. Turns out I didn't need an impact site actor or a mover. I just implemented the offsets Kueken suggested with a persistent effect in my weapon and it works :). I can't thank you guys enough. <3
hey bb can you upload me a copy of that i want to do a poison nova spell