So I've set up a beam weapon for my unit and everything works fine...sound, damage, models. Everything except that my beam doesn't "connect" to its target.
The beam is being shot from an air unit (medivac), it extends out the full length of the model....in the air. I need the beam to connect to its target whether its a ground unit or a air unit. I am assuming I have to look somewhere in Host Impact + of the beam actor, but I've tried a few things and nothing seems to change it. What exactly do I need to do to get the end of the beam to connect to its target
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Just realized I need Site Actors before I can set up Host Impact and Host Launch in the Beam actor (sorry, its been a while). Im going to go ahead and set those up then hopefully I will get it working. If I solve this I'll edit post accordingly but if not, Ill bug users for help. ;)
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Have you tried looking at the Art: Beam field on the Action actor? You need to make a Beam type actor before of that (as it's done with the missile weapons, but with a Beam actor instead of a Missile) and set it, if it's a weapon, as a BeamSimpleAnimationStyleOneShot (think that's the name).
OMG! I just wrote out a long post describing the work I done and how i couldn't get it work, then realized what Maniac said. I had the attack actor beam set to the attack actor instead of the beam actor.... :|
But all the toying around I did to try and fix it, broke something else.
Now I have several beams that get created on top of each other. I think this may have to do with the rate of which the weapon fires?
Also, I modified the tint of the beam to a reddish color and its so light that I can barely see it, how do I brighten the tint color? The multiple beams of green will be a non issue I hope if I can solve #1.
The beam model doesn't stay attached to that target (when it moves) or the medivac (when it moves). To clarify, the medivac will be able to fire the beam/weapon while moving, but it's AI and set up to attack move between several points. What happens on the medivac's side is that if its target moves out of range and the medivac has to move, the beam remains in the place where the medivac was until the animation finishes. On the targets end, when it moves, the beam doesn't stay connected to it. It just jumps around.
Both of the attached images help explain issues #1 and #2. And pic #2 shows problem #3. This happens for both the red and green beams. The over all effect I am wanting is to have 1 beam that launches from the medivac to its target and for the beam to stay attached to both to the medivac and the target reguardless of movement.
The Team - TnTProductions
TnTProductions latest Project - Docking Bay 13
TnTProductions Epic RPG in the making - Psionics: Chaos Rising
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Ok, I got it working now for the most part except for one little issue, two beams are created (1 red and 1 green). What could be causing the green beam to show up as well as the red beam?
The Team - TnTProductions
TnTProductions latest Project - Docking Bay 13
TnTProductions Epic RPG in the making - Psionics: Chaos Rising
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So I've set up a beam weapon for my unit and everything works fine...sound, damage, models. Everything except that my beam doesn't "connect" to its target.
The beam is being shot from an air unit (medivac), it extends out the full length of the model....in the air. I need the beam to connect to its target whether its a ground unit or a air unit. I am assuming I have to look somewhere in Host Impact + of the beam actor, but I've tried a few things and nothing seems to change it. What exactly do I need to do to get the end of the beam to connect to its target
Just realized I need Site Actors before I can set up Host Impact and Host Launch in the Beam actor (sorry, its been a while). Im going to go ahead and set those up then hopefully I will get it working. If I solve this I'll edit post accordingly but if not, Ill bug users for help. ;)
Have you tried looking at the Art: Beam field on the Action actor? You need to make a Beam type actor before of that (as it's done with the missile weapons, but with a Beam actor instead of a Missile) and set it, if it's a weapon, as a BeamSimpleAnimationStyleOneShot (think that's the name).
Yup, use an Action actor like the point defence drone does.
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
OMG! I just wrote out a long post describing the work I done and how i couldn't get it work, then realized what Maniac said. I had the attack actor beam set to the attack actor instead of the beam actor.... :|
But all the toying around I did to try and fix it, broke something else.
Both of the attached images help explain issues #1 and #2. And pic #2 shows problem #3. This happens for both the red and green beams. The over all effect I am wanting is to have 1 beam that launches from the medivac to its target and for the beam to stay attached to both to the medivac and the target reguardless of movement.
Make sure your Beam (Simple) actor has events so it is destroyed eventually.
Set HDR multiplier. Else use a texture swap instead of a tint.
Sure your launch and impact sites are set correctly for both the action actor and the beam?
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
Ok, I got it working now for the most part except for one little issue, two beams are created (1 red and 1 green). What could be causing the green beam to show up as well as the red beam?
Some beams have an emissive. Check you swapped all textures. Make sure you don't have an extra beam actor being created as well.
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