Hi, so I'm making a structure in my map which sucks shields from enemy units and converts it to Energy. I've got that part of it working fine but I would like to have a beam suction effect going on so my question is:
How would I go about making it so the Beam Actor is launched from the target unit towards the caster? I assume there are settings controlling where the two ends of the Beam are attached but I've never done any messing about with Beams before and don't know where to start.
Just a basic beam should work, unit towards caster or caster towards unit shouldn't really matter if you want the beam to be instant, IE like nova's mind control beam or such. Is a basic beam tutorial on this site that can cover you there if that is all you need you can find here.
Or are you hoping for a growing beam, like the one seen in this video?
That one might be a good bit more trouble for what you are describing, the one I use assumes the caster stands still and the beams are free target. Honestly it might be more trouble than it is worth in your case, but important to know what kind you are hoping for here.
Sorry, I should clarify. What I want is purely visual in nature: Several beams have motion along their length as part of their animation - I want to swap it around so the direction of the beam is coming from the target to the caster
So, normally it's like:
Caster >>>>>>> Target
I want it to look like:
Caster <<<<<<< Target
I assume there are settings for the beam that effect where each end is hooked up, I'm just not sure where those settings are ^_^'
you need to swap ::HostImpact+ and ::HostLaunch+. Those define hosts for beam's endpoints. I think there was Kueken's map with shield drain ability where he used reverse DominationBeam.m3. Look in his map in Chicken assets.
you need to swap ::HostImpact+ and ::HostLaunch+. Those define hosts for beam's endpoints. I think there was Kueken's map with shield drain ability where he used reverse DominationBeam.m3. Look in his map in Chicken assets.
Thanks! I'll look into that.
Edit: Unfortunately I get a Dependancy Missing error and I click load anyway and then it won't open the map :(
Let me check... I based it off the Sentry's weapon so yes the beam actor is created when the Persistent Effect Starts. More specifically it is created by the Attack Actor when that Effect starts.
This is one of a few options how to do it. First remove beam id from action actor, we don't want it to be created by attack actor. Then put in sentry beam creation condition (effect.xxx.start => create) and set ::HostImpact to _LaunchGuide and ::HostLaunch to _ImpactGuide (look map)
Hi, so I'm making a structure in my map which sucks shields from enemy units and converts it to Energy. I've got that part of it working fine but I would like to have a beam suction effect going on so my question is: How would I go about making it so the Beam Actor is launched from the target unit towards the caster? I assume there are settings controlling where the two ends of the Beam are attached but I've never done any messing about with Beams before and don't know where to start.
Thanks in advance
Kani
@Kanitala: Go
Just a basic beam should work, unit towards caster or caster towards unit shouldn't really matter if you want the beam to be instant, IE like nova's mind control beam or such. Is a basic beam tutorial on this site that can cover you there if that is all you need you can find here.
Or are you hoping for a growing beam, like the one seen in this video?
That one might be a good bit more trouble for what you are describing, the one I use assumes the caster stands still and the beams are free target. Honestly it might be more trouble than it is worth in your case, but important to know what kind you are hoping for here.
@Deadzergling: Go
Sorry, I should clarify. What I want is purely visual in nature: Several beams have motion along their length as part of their animation - I want to swap it around so the direction of the beam is coming from the target to the caster
So, normally it's like:
Caster >>>>>>> Target
I want it to look like:
Caster <<<<<<< Target
I assume there are settings for the beam that effect where each end is hooked up, I'm just not sure where those settings are ^_^'
Thanks for the link though, I'll look into it.
Edit: And it's a channeled beam
you need to swap ::HostImpact+ and ::HostLaunch+. Those define hosts for beam's endpoints. I think there was Kueken's map with shield drain ability where he used reverse DominationBeam.m3. Look in his map in Chicken assets.
Thanks! I'll look into that.
Edit: Unfortunately I get a Dependancy Missing error and I click load anyway and then it won't open the map :(
are you using beam associated with action actor (attack) or do you create it when persistent occurs?
@abvdzh: Go
Let me check... I based it off the Sentry's weapon so yes the beam actor is created when the Persistent Effect Starts. More specifically it is created by the Attack Actor when that Effect starts.
@Kanitala: Go
This is one of a few options how to do it. First remove beam id from action actor, we don't want it to be created by attack actor. Then put in sentry beam creation condition (effect.xxx.start => create) and set ::HostImpact to _LaunchGuide and ::HostLaunch to _ImpactGuide (look map)
@abvdzh: Go
Yay! That worked great, thanks a lot! :)