Thanks for the fast reply! Changing the effect properties under target to "Target Point" fixed the targeting issue but now I'm coming across some graphical and sound bugs.
Currently, the snipe ability is a 13-radius search effect that has a 0.1 degree arc (basically a straight line extending from the unit). It's meant to be a linear collateral shot, dealing damage to units in a line. That part of it is working. Here's whats happening though:
If no targets are in the search...
The ghost plays it's spell animation, but no effect particles or models appear, and no sound plays
If one target is in the search...
The effect particles and sounds for Ghost Snipe are playing but the Ghost Snipe beam only extends to the target unit and stops (it should extend the full 13 range)
If multiple targets are in the search...
The effect particles and sounds for Ghost Snipe are playing multiple times (can get pretty loud), one for each target found, and has a separate beam extending to each target
What I am trying to make happen is that no matter what the situation (miss, hit, or collateral hits), one Ghost Snipe beam will extend the full 13 range and all the effects and sounds play properly ONCE. I'm sure it has something to do with the actors... although after an hour and a half of messing around with it i can't seem to get it to work.
Here are a few pictures:
Beam stops at the first target when it should extend the full range of the effect (13).
Creates multiple beams, each stopping at each target. Sound plays multiple times at the same time.
Didn't take a picture for the "no targets" situation as there was... nothing to see really. The smoke effect is a bit tough to spot (sorry). Thanks for the help.
Modify the Beam so that it is created between the Search Area effect and the caster. By the looks of it the beam is currently being created as a result of the Damage effect which is how the Snipe is suppose to be and as a result it's being created for each unit found by the search.
The default Snipe ability uses an Action actor. This actor will be created when the snipe damage effect hits. This actor then creates the beam, once per unit hit by the damage effect. This creates the beam, connecting it from the caster (the Ghost) and the unit that is damaged.
If you desire the beam to connect from the caster to the point, you will need 2 things: The beam actor and a site actor. The site actor will be created at the target point. The beam actor will also be created when the spell is cast, and it will created the site actor, as well as connect to it. I can see about creating an example possibly today or tomorrow to illustrate this.
Thanks for the replies, Spool and Arcane. What I currently have on the map is the similar to your suggestions, with the beam being only created at the instance of the target point.
you will need 2 things: The beam actor and a site actor. The site actor will be created at the target point. The beam actor will also be created when the spell is cast, and it will created the site actor, as well as connect to it
TL;DR - below are the details on how i got it to work. dont need to read it (all)
What exactly I have done is: the spell Snipe now creates a "dummy" unit (invisible, unselectable, no death animation, etc) at the site where the mouse is clicked for the ability. In addition to the line damage search ability that applies damage to all units in it's path, there is now another damage (which is tuned specifically to target, and kill, only the dummy), which i will call damage2 for reference. I removed the beam being created at an instance of damage being done to targets and instead at an instance of damage2 so that only one beam is created where the mouse was clicked.
...
So the problem I'm having with this now is that the beam is only being created at the target point instead of extending the full 14 range of the actual damage of the ability. Is there a way I can make the ability create the snipe dummy at exactly 14 range away from the ghost while offsetting by angle from the ghost to the mouse click to get the correct direction?
I can upload some images for more detail later today. Thanks for the replies.
A summary of above is that i tweaked the Ghost Snipe ability to do damage in a line extending for 14 range in the direction you use the ability. The problem is that even though the damage extends over the full 14 range no matter what direction you click, the visuals of the ghost snipe are only extending to the point of where you click.
Details are in my above post. Bumping for help. Thanks in advance.
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(original post solved)
Note: Now having a different problem, posted below (scroll down to posts #7 and #8)
I searched for "Ability Target" and found a few helpful threads.
This one pretty well covers your question I think. http://www.sc2mapster.com/forums/development/data/17591-ability-targets/
Basically its set in the effect, not the ability.
Effect > Target > Target: Impact Location > Value
Change from Target Unit to Target Point (or even to Target Unit/Point)
Thanks for the fast reply! Changing the effect properties under target to "Target Point" fixed the targeting issue but now I'm coming across some graphical and sound bugs.
Currently, the snipe ability is a 13-radius search effect that has a 0.1 degree arc (basically a straight line extending from the unit). It's meant to be a linear collateral shot, dealing damage to units in a line. That part of it is working. Here's whats happening though:
If no targets are in the search...
If one target is in the search...
If multiple targets are in the search...
What I am trying to make happen is that no matter what the situation (miss, hit, or collateral hits), one Ghost Snipe beam will extend the full 13 range and all the effects and sounds play properly ONCE. I'm sure it has something to do with the actors... although after an hour and a half of messing around with it i can't seem to get it to work.
Here are a few pictures:
Beam stops at the first target when it should extend the full range of the effect (13).
Creates multiple beams, each stopping at each target. Sound plays multiple times at the same time.
Didn't take a picture for the "no targets" situation as there was... nothing to see really. The smoke effect is a bit tough to spot (sorry). Thanks for the help.
Way beyond my very basic understanding :) Hopefully one of the experienced guys can assist.
I'm guessing it would be something to do with the Actors > Event tab
You may wish to change the subject\title to better reflect the new issue.
Modify the Beam so that it is created between the Search Area effect and the caster. By the looks of it the beam is currently being created as a result of the Damage effect which is how the Snipe is suppose to be and as a result it's being created for each unit found by the search.
The default Snipe ability uses an Action actor. This actor will be created when the snipe damage effect hits. This actor then creates the beam, once per unit hit by the damage effect. This creates the beam, connecting it from the caster (the Ghost) and the unit that is damaged.
If you desire the beam to connect from the caster to the point, you will need 2 things: The beam actor and a site actor. The site actor will be created at the target point. The beam actor will also be created when the spell is cast, and it will created the site actor, as well as connect to it. I can see about creating an example possibly today or tomorrow to illustrate this.
Thanks for the replies, Spool and Arcane. What I currently have on the map is the similar to your suggestions, with the beam being only created at the instance of the target point.
TL;DR - below are the details on how i got it to work. dont need to read it (all)
What exactly I have done is: the spell Snipe now creates a "dummy" unit (invisible, unselectable, no death animation, etc) at the site where the mouse is clicked for the ability. In addition to the line damage search ability that applies damage to all units in it's path, there is now another damage (which is tuned specifically to target, and kill, only the dummy), which i will call damage2 for reference. I removed the beam being created at an instance of damage being done to targets and instead at an instance of damage2 so that only one beam is created where the mouse was clicked.
...
So the problem I'm having with this now is that the beam is only being created at the target point instead of extending the full 14 range of the actual damage of the ability. Is there a way I can make the ability create the snipe dummy at exactly 14 range away from the ghost while offsetting by angle from the ghost to the mouse click to get the correct direction?
I can upload some images for more detail later today. Thanks for the replies.
Bump. Still interested in a solution for this
A summary of above is that i tweaked the Ghost Snipe ability to do damage in a line extending for 14 range in the direction you use the ability. The problem is that even though the damage extends over the full 14 range no matter what direction you click, the visuals of the ghost snipe are only extending to the point of where you click.
Details are in my above post. Bumping for help. Thanks in advance.