I'm using the Raynor Lab (MarineRaynorEx1) model for a hero and trying to create an ability similar to Raynor Commando (MarineRaynorHEV) Snipe where it shows a line on your cursor for the direction of the projectile and then launches a projectile in a straight line. In addition, I'd like for the range of the ability to be upgradeable from a range of 1 to 32, in 1 yard increments.
I was looking at the snipe ability to see how it worked and I got the damage component all working using a search area and a buff marker but there's no visual. Raynor just stands there with his gun pointed at the air in his default standing pose as things go dying before him.
And when I'm targeting, I can't get the splat to show up. I created the splat just like the other one using the laser pointer model, but I don't see how I connect the splat with the targeting of the ability. The tooltip on the ability just said to use a search area effect and splat but not how to relate them.
I know this model doesn't have a nice aiming animation like the commando one but I'd like at least for him to point his gun, maybe using the attack animation, and then to have a projectile come out, ideally from the barrel or near it, and shoot across the screen for the desired range (currently 10). Not sure what model to use for the projectile but preferably something that'd move really quick but still be visible.. the one the commando uses is barely visible. I'd also like for a little blood splatter to appear on each target's chest.. I've seen there's a way to make a model appear on the target and I've seen the blood splatter model but haven't figured out how to make it happen.
Audio would be nice too. Something for the projectile leaving the barrel. Sounds like there's already sound when each enemy is hit.
Thanks a ton for any help! I've followed ability tutorials before but they seem to focus more on the effects less on the visuals. Hopefully if I can get this all working I can figure out the other abilities for myself. :)
[Update]
Can read my latest post for details, but I've got the basics of the ability working now and the damage and range are upgrading how I want, but I still can't figure out how to adjust the visual parts for the range upgrade (making the splat reach further and the projectile shoot further).
The RaynorEX1.m3 has the Stand, Work Start; Stank, Work; and Stand, Work, End animations so you wan mimic how RaynorHEV.m3 does. For the splat, if you carefully look at the original events (not-copied ones), you will notice some actions named as "Ref Set", that's why you don't get the splat. Just go right here for solving it: Raynor Snipe Splat and follow what that guy says. You can find the sound if you look for "Raynor_" on Sounds tab, you'll fine "Raynor_PenetratorChargeUp" and "Raynor_PenetratorLaunch". For me those are the best sound for this ability. Hope I've helped you. EDIT: Just to say that this splat is not multi-user, I mean, if you place another unit with that ability, you'll find anoying visula bugs with the splat. Just read the entire topicI let you on the top link.
The original raynor ability was rather badly made using global references making it incompatible with multiple units using at once.
You need an Arc actor (like splay but not a full circle). You need to give it a SOp (Forward Vector) SOp that points at the SOpBasicScopeFollow SOp.
Just give the Unit actor an event that when the ability is used/in the cursor phase it plays an animation.
For the blood splatter just set up a query region like the colossus tree killer actor which makes trees play their burn animations when hit by the weapon splash. You could set it to create a blood splat actor that points towards the caster of the ability.
Use a Sound actor for the noise of using the ability.
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@TheSC2Maniac: Go Oh I didn't notice the stand work animations, thanks! I got that working it looks much better now. :)
@DrSuperEvil: Go Global, huh? That might explain why when I assigned the original ability to my new unit, the splat still came from the original raynor not my new one that was casting it.
Thanks for the responses, trying to figure everything out. :)
I have the guide defined as such:
Type: CActorArc
Parent: GuideVisualArc
Events:
- Abil.PiercingRound.Guide
- - Create
- ActorCreation
- - Create GuideRegionArc
- ActorDestruction
- - Destroy Immediate
- ActorOrphan
- - Destroy Immediate
Just having one issue.. after I cast, sometimes the line disappears right away and sometimes it sticks around for a second or two... seems to be a timing issue. If I target and then cast right away, it stays around. If I wait almost as long as it stays around and cast, it disappears right away. Wait a little longer, it stays for a bit.
But it doesn't seem to have any effect. Ideally it'd be awesome if it stayed until the ability finished casting and Raynor starts to stand, but I'd be happy with making it disappear right away as well.
I also have another question... is there any way to dynamically change the size of the beam? I made a separate model just for it and I can change it's scale min/max but for my game the hero will be able to increase the range of the ability by purchasing stat upgrades. So it might start at a range of 10 yards but be able to upgrade all the way to 32, 1 yard at a time (32 is the max number of period offsets in the persistent effect otherwise I could go further). I have the cast range and persistent and everything else working by using the Set Catalog Field Value trigger actions.. the only part not working is the splat's visual. I get an error when I try to change the model's scale - "Catalog field 'ScaleMin' could not be written (Core: access designed to require object or service)" - I can change the actor's scale without causing an error; however, it doesn't actually change the size of it.
Getting close. I'll post a vid when I'm done. Just need to get the sound and blood splatter. And a projectile actor. :)
I advise using a system similar to the dark protoss upgrade that did a texture swap except you use a set scale event action. Else have several actors with different sizes that the creation is validated by a term as described in the previous solution.
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@DrSuperEvil: Go I really appreciate your help, I'm just having a hell of a hard time figuring it all out... been staring at this stuff for hours and not getting anywhere.
Goal
To provide the big picture... The concept is that heroes have different stats and they can spend xp to upgrade them.. ideally to an unlimited degree, but there's practical limitations since the game only lasts 20 minutes. Spending XP on their power stat will increase damage (that part is super easy).. I was hoping that spending XP on their mastery stat could increase range for some abilities, like this one.
By defining all 32 period offsets in the persistent and then setting the period count to 10, I'm able to then use catalog triggers to increase the period count up to 32 in order to change the range from 10 to 32... not unlimited, but good enough for practical reasons.
So that just leaves getting the visuals working...
Splat Guide
If the splat can't grow, that's not the end of the world I can have a tiny splat for all line attacks just to show the initial direction and people will just know that it goes from there to where the cursor is at (or further).. but it would be really nice if it could grow.
I looked at the dark protoss upgrade stuff. There seems to be a lot of pieces here... multiple validators, multiple events with terms. I'm not sure what I need and don't need. I tried very simply to say on Zergling - Metabolic Boost Added, Set Scale 2.000000... it had no effect. I also noticed that when I change the scale of the actor, it has no effect. I think I have to change the scale of the model? Or I'm not understanding something.
I'm also wondering, if the range can grow from 10 to 32, one yard at a time, do I have to create 23 versions of this stuff, one for each upgrade?
This seemed so easy conceptually.. if only Blizz had enabled the ability to modify model scales through the catalog triggers.
Projectile Beam
The beam model that fires out also isn't growing because I'm also unable to modify the Local Offset for the SOp. I assume this might be done similarly to above but I didn't see a Set Offset or Set Local Offset action.
Blood Splatter on Targets
I found the colossus tree killer but I can't figure out how it works. I'm not understanding the query region and how that ties into something else (I assume?) to create the effect.
Original Raynor's snipe set a 0.125 duration buff which, once expired, had a blood splatter event to trigger it. That much I could understand, but it uses a global::Raynor reference for the vector which, I assume, is why it's not working for me and I assume why you're recommending this alternate approach.. but yeah, I'm not understanding the query region stuff.
Current State
I stripped out everything I have for the piercing round ability thus far and put it in its own map to reduce file size and load times. Maybe you or someone could take a look?
I have the default sniper on there for comparison, and I've noticed that when the default sniper fires his shot the splat guide disappears as soon as the weapon starts to charge... sometimes mine disappears right away, sometimes it stays visible for a bit. I can't figure out why that is. I tried adding an event to destroy it immediately when cast starts and I tried when cast finishes but it doesn't seem to have any effect.
If you are using triggers to do the upgrades it would be easier to alter the actor via triggers then. Since triggers can alter the scale of actors directly.
Look how the hellion range upgrade does it since that also uses a beam. In short it uses a reference set event action to move the impact site of the beam to a site actor created at the location of the final offset.
The tree killer works by creating a region actor at the impact site of the effect that queries all actors using a Query Response actor. In the case of the Tree Burn Query actor the filters only allow it to target doodads that have the _Burnable alias. It then sends them a signal using events that the actor for the doodad uses to make it burn. You could use the signal to get it to create an actor for the blood impact using a Simple actor to add the events to all actors.
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I also removed the global Raynor SOp... so it looks like the blood splatter squirts up instead of towards Raynor but it's hardly noticeable anyhow. And with the scale I get bigger ones on massive units so that part works pretty well.
Only thing left is that as the ability's range increases from 1 to 32, its guide and projectile beam also need to increase.
Since I couldn't modify the guide's scale or the beam's offset via triggers, I thought I'd try through upgrades, but those seem to have the same restrictions. Technically both methods seem to let me modify the beam actor's scale, but the modification has no effect. Even setting the scale in the properties has no effect. I can only change its size via the model's scale. When I try to modify the beam's offset via triggers, I get an error. And there's simply no option for it when doing the upgrade.
I also tried modifying the beam's scale via the upgrade. That doesn't appear to have any effect.
My last thought was perhaps I could do it via the actor events.. if I could check the upgrade level then maybe I could set the stuff. I found the upgrade finalized event, but I don't see anything in terms to check the actual level of it. And in the local offset SOp for the beam, I don't see a Set Local Offset or anything similar that I could use anyhow.
For reference, my upgrade is currently defined as such:
Name: Piercing Round Range
Max Level: 32
Effects +
- Ability - Piercing Round: Range - Add 1
- Effect - Piercing Round Persistent: Period Count - Add 1
So in essence, I set the level of the upgrade to the range that I want my piercing round to have, up to a max of 32 (as determined by the 32 period limit on the persistent). I set the starting range and period counts to 0 to compensate.
Been pouring over the Hellion Attack Beam for days. It does get wider via changing the x-scale. I can't seem to replicate any scaling on my end. I noticed it uses a Site whereas I'm currently using a Local Offset. Maybe I need a Site in order to be able to scale it? I don't understand how the sites work. I expected Hellion Attack Beam to have Hellion Attack Beam Impact Site listed in its Site Ops but it's not.. there's nothing listed.
Been trying to find tutorials on this stuff without any luck.. the few ability tutorials which use lots of effects and such don't really discuss actors or get into any of this detail of site ops and query regions and bears (oh my).
The hellion launches at an offset using an action actor that targets the final persistent offset with an impact site actor. When upgraded the persistent has more periods so the events on the beam validate for the increased period index number and use a Reference Set event action to change the hosting of the impact point to a new site actor also created by the persistent period.
Also make sure campaign dependencies are on.
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So I got rid of my local offset SOp and made a Site SOp like the Hellion's and I made my beam's events like the hellions using the same effects and the effectexecuteindex term (which I set to 32 since mine has 32 periods max), and I made my search, damage, and persistent effects use the same location fields as those that the hellion effects use (no idea what the location field does but it seemed like it'd matter).
At this point everything still worked but now my beam wasn't visible at all.
Then I copied the hellion's action and changed the beam to my beam and changed the events to use my effects and reset the impact and damage maps to default.. which I'm guessing would make them do nothing since I didn't have anything with the default IDs set.
After that my beam was moving from my weapon to the first target.. which seemed right at first, but as Raynor moved his weapon to stand, the beam moved with it instead of staying in place. And it's really only moving to the first target it's not moving to the full length of the shot. If the target is in the air, it shoots up into the air rather than straight. If there's no target, the beam doesn't shoot at all.
So I'm back to having no clue what I'm doing. :)
Still fiddling with it. I imagine that for the source I need to use the point the attachment is at when it's created, not actually the attachment point. And for the target I imagine I need the final point .. somehow
I'm using the Raynor Lab (MarineRaynorEx1) model for a hero and trying to create an ability similar to Raynor Commando (MarineRaynorHEV) Snipe where it shows a line on your cursor for the direction of the projectile and then launches a projectile in a straight line. In addition, I'd like for the range of the ability to be upgradeable from a range of 1 to 32, in 1 yard increments.
I was looking at the snipe ability to see how it worked and I got the damage component all working using a search area and a buff marker but there's no visual. Raynor just stands there with his gun pointed at the air in his default standing pose as things go dying before him.
And when I'm targeting, I can't get the splat to show up. I created the splat just like the other one using the laser pointer model, but I don't see how I connect the splat with the targeting of the ability. The tooltip on the ability just said to use a search area effect and splat but not how to relate them.
I know this model doesn't have a nice aiming animation like the commando one but I'd like at least for him to point his gun, maybe using the attack animation, and then to have a projectile come out, ideally from the barrel or near it, and shoot across the screen for the desired range (currently 10). Not sure what model to use for the projectile but preferably something that'd move really quick but still be visible.. the one the commando uses is barely visible. I'd also like for a little blood splatter to appear on each target's chest.. I've seen there's a way to make a model appear on the target and I've seen the blood splatter model but haven't figured out how to make it happen.
Audio would be nice too. Something for the projectile leaving the barrel. Sounds like there's already sound when each enemy is hit.
Thanks a ton for any help! I've followed ability tutorials before but they seem to focus more on the effects less on the visuals. Hopefully if I can get this all working I can figure out the other abilities for myself. :)
[Update] Can read my latest post for details, but I've got the basics of the ability working now and the damage and range are upgrading how I want, but I still can't figure out how to adjust the visual parts for the range upgrade (making the splat reach further and the projectile shoot further).
The RaynorEX1.m3 has the Stand, Work Start; Stank, Work; and Stand, Work, End animations so you wan mimic how RaynorHEV.m3 does. For the splat, if you carefully look at the original events (not-copied ones), you will notice some actions named as "Ref Set", that's why you don't get the splat. Just go right here for solving it: Raynor Snipe Splat and follow what that guy says.
You can find the sound if you look for "Raynor_" on Sounds tab, you'll fine "Raynor_PenetratorChargeUp" and "Raynor_PenetratorLaunch". For me those are the best sound for this ability.
Hope I've helped you.
EDIT: Just to say that this splat is not multi-user, I mean, if you place another unit with that ability, you'll find anoying visula bugs with the splat. Just read the entire topicI let you on the top link.
The original raynor ability was rather badly made using global references making it incompatible with multiple units using at once.
You need an Arc actor (like splay but not a full circle). You need to give it a SOp (Forward Vector) SOp that points at the SOpBasicScopeFollow SOp.
Just give the Unit actor an event that when the ability is used/in the cursor phase it plays an animation.
For the blood splatter just set up a query region like the colossus tree killer actor which makes trees play their burn animations when hit by the weapon splash. You could set it to create a blood splat actor that points towards the caster of the ability.
Use a Sound actor for the noise of using the ability.
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
@TheSC2Maniac: Go Oh I didn't notice the stand work animations, thanks! I got that working it looks much better now. :)
@DrSuperEvil: Go Global, huh? That might explain why when I assigned the original ability to my new unit, the splat still came from the original raynor not my new one that was casting it.
Thanks for the responses, trying to figure everything out. :)
I didn't really understand how to do the SOp* stuff, but I googled your terms and found this thread and I got the arc actor working with a few tweaks.. sort of:
http://www.sc2mapster.com/forums/general/general-chat/40857-1-5demo-lets-just-attach-raynors-big-railgun-on-everything/
I have the guide defined as such:
Type: CActorArc
Parent: GuideVisualArc
Events:
- Abil.PiercingRound.Guide
- - Create
- ActorCreation
- - Create GuideRegionArc
- ActorDestruction
- - Destroy Immediate
- ActorOrphan
- - Destroy Immediate
Just having one issue.. after I cast, sometimes the line disappears right away and sometimes it sticks around for a second or two... seems to be a timing issue. If I target and then cast right away, it stays around. If I wait almost as long as it stays around and cast, it disappears right away. Wait a little longer, it stays for a bit.
I tried adding this event:
- Abil.PiercingRound.SourceCastStart
- - Destroy Immediate
But it doesn't seem to have any effect. Ideally it'd be awesome if it stayed until the ability finished casting and Raynor starts to stand, but I'd be happy with making it disappear right away as well.
I also have another question... is there any way to dynamically change the size of the beam? I made a separate model just for it and I can change it's scale min/max but for my game the hero will be able to increase the range of the ability by purchasing stat upgrades. So it might start at a range of 10 yards but be able to upgrade all the way to 32, 1 yard at a time (32 is the max number of period offsets in the persistent effect otherwise I could go further). I have the cast range and persistent and everything else working by using the Set Catalog Field Value trigger actions.. the only part not working is the splat's visual. I get an error when I try to change the model's scale - "Catalog field 'ScaleMin' could not be written (Core: access designed to require object or service)" - I can change the actor's scale without causing an error; however, it doesn't actually change the size of it.
Getting close. I'll post a vid when I'm done. Just need to get the sound and blood splatter. And a projectile actor. :)
I advise using a system similar to the dark protoss upgrade that did a texture swap except you use a set scale event action. Else have several actors with different sizes that the creation is validated by a term as described in the previous solution.
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
@DrSuperEvil: Go I really appreciate your help, I'm just having a hell of a hard time figuring it all out... been staring at this stuff for hours and not getting anywhere.
Goal
To provide the big picture... The concept is that heroes have different stats and they can spend xp to upgrade them.. ideally to an unlimited degree, but there's practical limitations since the game only lasts 20 minutes. Spending XP on their power stat will increase damage (that part is super easy).. I was hoping that spending XP on their mastery stat could increase range for some abilities, like this one.
By defining all 32 period offsets in the persistent and then setting the period count to 10, I'm able to then use catalog triggers to increase the period count up to 32 in order to change the range from 10 to 32... not unlimited, but good enough for practical reasons.
So that just leaves getting the visuals working...
Splat Guide
If the splat can't grow, that's not the end of the world I can have a tiny splat for all line attacks just to show the initial direction and people will just know that it goes from there to where the cursor is at (or further).. but it would be really nice if it could grow.
I looked at the dark protoss upgrade stuff. There seems to be a lot of pieces here... multiple validators, multiple events with terms. I'm not sure what I need and don't need. I tried very simply to say on Zergling - Metabolic Boost Added, Set Scale 2.000000... it had no effect. I also noticed that when I change the scale of the actor, it has no effect. I think I have to change the scale of the model? Or I'm not understanding something.
I'm also wondering, if the range can grow from 10 to 32, one yard at a time, do I have to create 23 versions of this stuff, one for each upgrade?
This seemed so easy conceptually.. if only Blizz had enabled the ability to modify model scales through the catalog triggers.
Projectile Beam
The beam model that fires out also isn't growing because I'm also unable to modify the Local Offset for the SOp. I assume this might be done similarly to above but I didn't see a Set Offset or Set Local Offset action.
Blood Splatter on Targets
I found the colossus tree killer but I can't figure out how it works. I'm not understanding the query region and how that ties into something else (I assume?) to create the effect.
Original Raynor's snipe set a 0.125 duration buff which, once expired, had a blood splatter event to trigger it. That much I could understand, but it uses a global::Raynor reference for the vector which, I assume, is why it's not working for me and I assume why you're recommending this alternate approach.. but yeah, I'm not understanding the query region stuff.
Current State
I stripped out everything I have for the piercing round ability thus far and put it in its own map to reduce file size and load times. Maybe you or someone could take a look?
I have the default sniper on there for comparison, and I've noticed that when the default sniper fires his shot the splat guide disappears as soon as the weapon starts to charge... sometimes mine disappears right away, sometimes it stays visible for a bit. I can't figure out why that is. I tried adding an event to destroy it immediately when cast starts and I tried when cast finishes but it doesn't seem to have any effect.
If you are using triggers to do the upgrades it would be easier to alter the actor via triggers then. Since triggers can alter the scale of actors directly.
Look how the hellion range upgrade does it since that also uses a beam. In short it uses a reference set event action to move the impact site of the beam to a site actor created at the location of the final offset.
The tree killer works by creating a region actor at the impact site of the effect that queries all actors using a Query Response actor. In the case of the Tree Burn Query actor the filters only allow it to target doodads that have the _Burnable alias. It then sends them a signal using events that the actor for the doodad uses to make it burn. You could use the signal to get it to create an actor for the blood impact using a Simple actor to add the events to all actors.
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
Still fiddling with this. I got the blood splatter working by doing:
Effect.PiercingRoundDamage.Start
-> At Target
-> ValidateUnit UnitIsBiological
- Create
ActorCreation
-> ValidateUnit NotMassive
- SetScale 0.5
I also removed the global Raynor SOp... so it looks like the blood splatter squirts up instead of towards Raynor but it's hardly noticeable anyhow. And with the scale I get bigger ones on massive units so that part works pretty well.
Only thing left is that as the ability's range increases from 1 to 32, its guide and projectile beam also need to increase.
Since I couldn't modify the guide's scale or the beam's offset via triggers, I thought I'd try through upgrades, but those seem to have the same restrictions. Technically both methods seem to let me modify the beam actor's scale, but the modification has no effect. Even setting the scale in the properties has no effect. I can only change its size via the model's scale. When I try to modify the beam's offset via triggers, I get an error. And there's simply no option for it when doing the upgrade.
I also tried modifying the beam's scale via the upgrade. That doesn't appear to have any effect.
My last thought was perhaps I could do it via the actor events.. if I could check the upgrade level then maybe I could set the stuff. I found the upgrade finalized event, but I don't see anything in terms to check the actual level of it. And in the local offset SOp for the beam, I don't see a Set Local Offset or anything similar that I could use anyhow.
For reference, my upgrade is currently defined as such:
Name: Piercing Round Range
Max Level: 32
Effects +
- Ability - Piercing Round: Range - Add 1
- Effect - Piercing Round Persistent: Period Count - Add 1
So in essence, I set the level of the upgrade to the range that I want my piercing round to have, up to a max of 32 (as determined by the 32 period limit on the persistent). I set the starting range and period counts to 0 to compensate.
@DrSuperEvil: Go
Been pouring over the Hellion Attack Beam for days. It does get wider via changing the x-scale. I can't seem to replicate any scaling on my end. I noticed it uses a Site whereas I'm currently using a Local Offset. Maybe I need a Site in order to be able to scale it? I don't understand how the sites work. I expected Hellion Attack Beam to have Hellion Attack Beam Impact Site listed in its Site Ops but it's not.. there's nothing listed.
Been trying to find tutorials on this stuff without any luck.. the few ability tutorials which use lots of effects and such don't really discuss actors or get into any of this detail of site ops and query regions and bears (oh my).
The hellion launches at an offset using an action actor that targets the final persistent offset with an impact site actor. When upgraded the persistent has more periods so the events on the beam validate for the increased period index number and use a Reference Set event action to change the hosting of the impact point to a new site actor also created by the persistent period.
Also make sure campaign dependencies are on.
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
@DrSuperEvil: Go
So I got rid of my local offset SOp and made a Site SOp like the Hellion's and I made my beam's events like the hellions using the same effects and the effectexecuteindex term (which I set to 32 since mine has 32 periods max), and I made my search, damage, and persistent effects use the same location fields as those that the hellion effects use (no idea what the location field does but it seemed like it'd matter).
At this point everything still worked but now my beam wasn't visible at all.
Then I copied the hellion's action and changed the beam to my beam and changed the events to use my effects and reset the impact and damage maps to default.. which I'm guessing would make them do nothing since I didn't have anything with the default IDs set.
After that my beam was moving from my weapon to the first target.. which seemed right at first, but as Raynor moved his weapon to stand, the beam moved with it instead of staying in place. And it's really only moving to the first target it's not moving to the full length of the shot. If the target is in the air, it shoots up into the air rather than straight. If there's no target, the beam doesn't shoot at all.
So I'm back to having no clue what I'm doing. :)
Still fiddling with it. I imagine that for the source I need to use the point the attachment is at when it's created, not actually the attachment point. And for the target I imagine I need the final point .. somehow
Check the SOps on your (Site) 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