easiest and fastest workaround, use 2 effect chains, one for visual and one for effect, the first one targets dummy units around your caster, second one does the real thing.
easiest way would be creating 2-3 default medic beams, which endpoints will be controled by site(movers) that sliding in target area in random direction. Random direction can be achieved by attaching beam's mover guide with RandomPointInCircle SOp (by using HostSiteOperationSet message).
Im doing a ability where a medic is channeling, causing a area on the ground that heals you.
The beam only shows up when there is someone in the area however- which does not look good.
Im not sure how to change this, could anyone point me in the right direction?
easiest and fastest workaround, use 2 effect chains, one for visual and one for effect, the first one targets dummy units around your caster, second one does the real thing.
@FunkyUserName: Go
How do you mean targets dummy units around your caster? Just a search effec that targets anyone?
Right now i have (Presistent (periodic) > Search > Set > Modify + Remove behaviours)
How do you suppose i should set this up?
easiest way would be creating 2-3 default medic beams, which endpoints will be controled by site(movers) that sliding in target area in random direction. Random direction can be achieved by attaching beam's mover guide with RandomPointInCircle SOp (by using HostSiteOperationSet message).
Luckily for you i got bored and created this masterpiece:
@abvdzh: Go
Wow, that looks awesome! Youre really talented!
@abvdzh: Go
Wow that is an awesome ability! I hope you won't mind if I dissect it and end up borrowing some of how it works in my next map.
@rutegar: Go
ofcourse, that was just my workout to not get covered with rust