Alright so here is the I have created a chain lightning ability everything works except on the third bounce the Beam actor doesn't connect between the second unit hit and the third unit hit. I have read every tutorial out there and searched for a while to see if anyone had the same problem but to no avail.
So here is what i have set up i have a generic attack actor with "Combat: Launch Attachment Query + Weapon 0:Center"
Event: Events +
Effect.Bogus.Start; At Caster|
all impact maps for sound are correct.
Art Beam is correct as well.
Next is the Simple Beam Actor.
Field Archon - Chain Lightning Beam 1
Hosting: Host Impact Site Ops + SOpTargetUnit (Unnamed):Disabled:Disabled
Event: Events +
AnimPlay Spell Stand 0 -1.000000 -1.000000 2.000000 AsDuration
So like i said Beam from caster links to target fine, then Beam from Target links to next target fine, but then next target the beam is doing that thing that beams like to do when you have done something wrong. They look like they are coming from the ground or something.
Anyone that can help i would appreciate it greatly.
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I take the launch and impact sites are the same for all three beams?
Anyhow sounds like the Action actor for the thrid beam is giving issues. Sure it does not have something in the Art: Missile field?
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yup all three are the same. As far as the Art: Missile i guess i should have mention I'm using Prozaicmuze's method for chain lightning, by using behaviors so there is no missile involved with this.
It is just that if the Action actor refers to a Missile type actor and a beam it fails resorting in it shooting from and to the origin.
Hey so I change the art:missile to actor: chain lightning beam1 which is my simple beam actor but still having problems with it connecting. Seems like the art:missile doesn't really change anything with the actor because I have tried many different things to get it to work but nothing changed in game what so ever.
Just saying that could have been one of the things breaking it, if it is already broken you will not see an effect. Check the events of your Action actor for the last one having been duplicated.
I've run into a similar problem. For the most part, I've managed to fix it by making an Effect SiteOp for SourceUnit. Ive added that to the launch site ops for both the attack and beam actor, as well as set their relevant Host fields to a copy of the Medivac heal setup (with the effect changed accordingly)
This mostly works for my AoE burst setup and should work for chains too, but it seems to overload once about 5 targets are affected, launching the beam from the caster's feet.
Edit: It doesn't overload, it just randomly fails, even with just 1 secondary target. Randomly works on moving targets and fails on stationary ones, so that isn't the issue either.
Somehow I recall this being extremely easy, but they seem to have changed a lot since I last tried it.
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