ok heres image of what I'm trying to do, is like two units that spawns right inforn of you and then going to target point and stays theres a laser wall, i just don't get how to make offsets to order this units go to like +3 -3 offset from target point but spread to right positions right after launch and do damage in right area while they are spreading .
Very nice. How comfortable are you with effect data?
My first thought is to give the firing Raven a "BeamLaunchPersistentBehavior" behavior that creates a "BeamLaunchPersistent" persistent effect every 0.0625 seconds.
The "BeamLaunchPersistent" effect would have the "Failure" and "Persist Until Destroyed" flags checked. The "BeamLaunchPersistent" effect would create a "BeamSearchAreaPeristent" effect each period with a period count of -1 and period duration of 0.0625 with increasing periodic offsets (0, -1, 0; 0, -2, 0; etc). The "BeamSearchAreaPersistent" would have an enumate area validator to look for the other Raven. If found, the persistent chain would be destroyed. If not found, the "BeamSearchAreaPersistent" would create a rectangular Search Area effect that would deal damage units.
A SIMPLE ALTERNATE APPROACH
Have the "BeamLaunchPersistent" effect run a periodic "BeamSearchArea" effect every 0.0625 for -1 periods. The "BeamSearchArea" would have a radius of 0.5, bonus radius of 0.5, and arc of 1 (0 may work, I don't recall at the moment). The "BeamSearchArea" effect would be a switch effect that destroys the "BeamLaunchPersistent" effect if it finds the other Raven and deals damage if it finds anything else.
Ah, I thought the raven's were individually controllable and gave you an overly complex solution. What I've done is have the persistent run two search effects each period. One looking for units to damage and one looking for a raven. When a raven is found, the persistent effect is destroyed. This could be done with enum's and persistent flags but I've lost my notes on how enumate area validators work.
A few notes:
1. The "Randomness" of damage was previously caused by setting the behavior tick to 0.625 instead of 0.0625. The latter has the persistent firing every game tick (1/16th of a game second) while the former only fires 1 in 10.
2. I removed the pre-launch behavior and added the beam launch behavior to the beam head units, resulting in the beam firing immediately. The damage area then expands with the beam.
3. I used rectangular search areas and left the debug trace on in case you wanted to make adjustments damage area.
Ah, I thought the raven's were individually controllable and gave you an overly complex solution. What I've done is have the persistent run two search effects each period. One looking for units to damage and one looking for a raven. When a raven is found, the persistent effect is destroyed. This could be done with enum's and persistent flags but I've lost my notes on how enumate area validators work.
A few notes:
1. The "Randomness" of damage was previously caused by setting the behavior tick to 0.625 instead of 0.0625. The latter has the persistent firing every game tick (1/16th of a game second) while the former only fires 1 in 10.
2. I removed the pre-launch behavior and added the beam launch behavior to the beam head units, resulting in the beam firing immediately. The damage area then expands with the beam.
3. I used rectangular search areas and left the debug trace on in case you wanted to make adjustments damage area.
Thanks alot for lessor, i learned alot about how to mix search area effects, persistents and validators.
ok heres image of what I'm trying to do, is like two units that spawns right inforn of you and then going to target point and stays theres a laser wall, i just don't get how to make offsets to order this units go to like +3 -3 offset from target point but spread to right positions right after launch and do damage in right area while they are spreading .
ok i found how to set up offset and visual just works fine, but i still don't understand how to attach damage to this laser beam.
@uroboros1987: Go
Very nice. How comfortable are you with effect data?
My first thought is to give the firing Raven a "BeamLaunchPersistentBehavior" behavior that creates a "BeamLaunchPersistent" persistent effect every 0.0625 seconds.
The "BeamLaunchPersistent" effect would have the "Failure" and "Persist Until Destroyed" flags checked. The "BeamLaunchPersistent" effect would create a "BeamSearchAreaPeristent" effect each period with a period count of -1 and period duration of 0.0625 with increasing periodic offsets (0, -1, 0; 0, -2, 0; etc). The "BeamSearchAreaPersistent" would have an enumate area validator to look for the other Raven. If found, the persistent chain would be destroyed. If not found, the "BeamSearchAreaPersistent" would create a rectangular Search Area effect that would deal damage units.
A SIMPLE ALTERNATE APPROACH
Have the "BeamLaunchPersistent" effect run a periodic "BeamSearchArea" effect every 0.0625 for -1 periods. The "BeamSearchArea" would have a radius of 0.5, bonus radius of 0.5, and arc of 1 (0 may work, I don't recall at the moment). The "BeamSearchArea" effect would be a switch effect that destroys the "BeamLaunchPersistent" effect if it finds the other Raven and deals damage if it finds anything else.
@PirateArcade | I make games | Ask me things on Discord
i have a big problem with this validators
@uroboros1987: Go
Ah, I thought the raven's were individually controllable and gave you an overly complex solution. What I've done is have the persistent run two search effects each period. One looking for units to damage and one looking for a raven. When a raven is found, the persistent effect is destroyed. This could be done with enum's and persistent flags but I've lost my notes on how enumate area validators work.
A few notes:
1. The "Randomness" of damage was previously caused by setting the behavior tick to 0.625 instead of 0.0625. The latter has the persistent firing every game tick (1/16th of a game second) while the former only fires 1 in 10.
2. I removed the pre-launch behavior and added the beam launch behavior to the beam head units, resulting in the beam firing immediately. The damage area then expands with the beam.
3. I used rectangular search areas and left the debug trace on in case you wanted to make adjustments damage area.
@PirateArcade | I make games | Ask me things on Discord
Thanks alot for lessor, i learned alot about how to mix search area effects, persistents and validators.