I'm trying to figure out a way to create a beam between an unit using a Build type ability and the building being constructed.
The "WorkerStart" ability event correctly identifies the launch site (the builder), but I don't see a way to identify the impact point. If it were a typical "Effect-Target" ability, I could of course mark the launch and impact sites by catching TargetChannelStart and SourceChannelStart or so.
The "BuiltStart" event probably identifies the unit being constructed, but it doesn't seem to be found in the beam's scope even when creating global references by RefSet ::global.ZzBuildImpact for example. Does anyone know what could be done for the beam to find the impact site reference?
Or, does anyone have any idea how to trace a beam from a building unit to the unit being built?
Can you execute a start effect or something, like train abilities or create unit effects can do? In this case, you could use a persistent effect or something and use the Effect events to connect the beam.
I wish there was any way to launch an effect when the unit starts building (such as for Train abilities), that would solve everything!
So far, the only solution I can think of is throwing away the whole Build ability and faking it entirely with a "Effect - Target" effect, using placeholder models, some "Create persistent" effect that would be necessary for the construction to proceed (checking a short-lived behavior), etc.
That would be rather complex just to trace a beam between the builder and the unit being built. Is there really no way to identify in the actor system the target of a Build ability?...
Use a behaviour that uses a 0 combat damage Damage effect on any unit within a certain proximity if the caster is using the build ability and the unit is under construction? It then just becomaes a simple Action actor issue. Rest can be done by validating the filters/order queue on the stuff in the beam actor.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Ah yes, a search for the unit being built should work... The only glitch is that if two units start building at the same time, the searches may mix up the two targets.
Since the actor system doesn't seem able to link builder and unit built, I'll give this a try and see how it works out. Thanks!
Hi,
I'm trying to figure out a way to create a beam between an unit using a Build type ability and the building being constructed.
The "WorkerStart" ability event correctly identifies the launch site (the builder), but I don't see a way to identify the impact point. If it were a typical "Effect-Target" ability, I could of course mark the launch and impact sites by catching TargetChannelStart and SourceChannelStart or so.
The "BuiltStart" event probably identifies the unit being constructed, but it doesn't seem to be found in the beam's scope even when creating global references by RefSet ::global.ZzBuildImpact for example. Does anyone know what could be done for the beam to find the impact site reference?
Or, does anyone have any idea how to trace a beam from a building unit to the unit being built?
Thanks!
Can you execute a start effect or something, like train abilities or create unit effects can do? In this case, you could use a persistent effect or something and use the Effect events to connect the beam.
I wish there was any way to launch an effect when the unit starts building (such as for Train abilities), that would solve everything!
So far, the only solution I can think of is throwing away the whole Build ability and faking it entirely with a "Effect - Target" effect, using placeholder models, some "Create persistent" effect that would be necessary for the construction to proceed (checking a short-lived behavior), etc.
That would be rather complex just to trace a beam between the builder and the unit being built. Is there really no way to identify in the actor system the target of a Build ability?...
Use a behaviour that uses a 0 combat damage Damage effect on any unit within a certain proximity if the caster is using the build ability and the unit is under construction? It then just becomaes a simple Action actor issue. Rest can be done by validating the filters/order queue on the stuff in the beam actor.
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
Ah yes, a search for the unit being built should work... The only glitch is that if two units start building at the same time, the searches may mix up the two targets.
Since the actor system doesn't seem able to link builder and unit built, I'll give this a try and see how it works out. Thanks!
Could always use a Create Persistent effect to make the smaller Search Area effect at an offset to the unit infront reducing the risk of error
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