So I'm creating a dash ability that deals damage across its length and I want the distance traveled to be variable. My issue is creating the targeting region to go along with this (quad is fine).
The guide does not seem to stretch. It has a constant height, equal to the max height of the Quad (from the height field in the quad).
Guide region work as it should across the "horizontal axis"
Guide region does not care about length of the quad
I'm happy to paypal someone $25 USD if they can solve this for me.
Kerrigan's Psionic Shift (Psi Strike) from swarm uses a scaled quad, but no guide region.
Looking through storm game data makes me think this functionality is impossible without Quad Regions from storm (as utilized by Alarak's Deadly Charge).
I've linked the data I'm using for my stretch line quad--though the working part of my region (fixed length) using seemingly the same game data, does not work at all on this sample map. Not sure why, and I don't have the time to debug it :/
Astral shift has a fixed length, and so is its guide region. I'm trying to create a variable-length guide region.
I've attached a new demo map showing the issue with working guides (quad is variable length; the region is fixed length)--the ability in question is using the "Aether Storm" button.
Problem is the cursor location is fidgety enough as it is. With my artillery demo map even getting a model to follow the cursor was a technical challenge. A hacky work around would be a pantograph of Model actors between the cursor point and the caster using small quad regions with queries between the two points.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I can use that to do some neat things with quads (effectively replicating vector targeting visuals), but regions (at least the one's we have access to) don't seem to care about launch/impact scaling.
<RegionFlags index="UseEffectRange" value="0"/> causes the quad's launch site to originate at current mouse position rather than caster position. This does not appear to change how the region behaves (ie region still does not scale with quad).
Alright, I've almost got it working by creating rectangle regions attached to each quad segment actor. It appears to work for the initial quad creation, but fails on subsequent quad segment creation/destruction.
Further tinkering has found a potential (inelegant) solution of overlapping periodically created and destroyed rectangle regions attached to quad segments.
I'm using query persistent in that gif. Something weird happens and the the position does not seem to update correctly for query persistent-- which is why creating them periodically does work
So I'm creating a dash ability that deals damage across its length and I want the distance traveled to be variable. My issue is creating the targeting region to go along with this (quad is fine).
The guide does not seem to stretch. It has a constant height, equal to the max height of the Quad (from the height field in the quad).
Guide region work as it should across the "horizontal axis"
Guide region does not care about length of the quad
I'm happy to paypal someone $25 USD if they can solve this for me.
@PirateArcade | I make games | Ask me things on Discord
Is this not the mechanics of Kerrigan's charge from the campaign? Can you post a demonstration map for the problem so we can see how it is setup?
Kerrigan's Psionic Shift (Psi Strike) from swarm uses a scaled quad, but no guide region.
Looking through storm game data makes me think this functionality is impossible without Quad Regions from storm (as utilized by Alarak's Deadly Charge).
I've linked the data I'm using for my stretch line quad--though the working part of my region (fixed length) using seemingly the same game data, does not work at all on this sample map. Not sure why, and I don't have the time to debug it :/
https://mega.nz/#!GcRxFAiL!NnTlLi8ztHW5Lp_V1xcqNI-KZY62jzJSnHsHlZ1dDBE
@PirateArcade | I make games | Ask me things on Discord
So does Astral Shift have the same issues?
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
Astral shift has a fixed length, and so is its guide region. I'm trying to create a variable-length guide region.
I've attached a new demo map showing the issue with working guides (quad is variable length; the region is fixed length)--the ability in question is using the "Aether Storm" button.
VariableLengthLineTest.SC2Map
@PirateArcade | I make games | Ask me things on Discord
Problem is the cursor location is fidgety enough as it is. With my artillery demo map even getting a model to follow the cursor was a technical challenge. A hacky work around would be a pantograph of Model actors between the cursor point and the caster using small quad regions with queries between the two points.
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
Have you seen this method of cursor position used in Storm?
I can use that to do some neat things with quads (effectively replicating vector targeting visuals), but regions (at least the one's we have access to) don't seem to care about launch/impact scaling.
EDIT: why does code block butcher my punctuation?
@PirateArcade | I make games | Ask me things on Discord
No I have not but it looks like the quad must have the same bones as a beam/tentacle.
No idea about code block.
You checked the Actor: Region Flags field of your region? The Use Effect Range flag might be the cause of your problem.
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
<RegionFlags index="UseEffectRange" value="0"/> causes the quad's launch site to originate at current mouse position rather than caster position. This does not appear to change how the region behaves (ie region still does not scale with quad).
@PirateArcade | I make games | Ask me things on Discord
Alright, I've almost got it working by creating rectangle regions attached to each quad segment actor. It appears to work for the initial quad creation, but fails on subsequent quad segment creation/destruction.
VariableLengthLineTest_v2_SegmentRegions.SC2Map
@PirateArcade | I make games | Ask me things on Discord
Further tinkering has found a potential (inelegant) solution of overlapping periodically created and destroyed rectangle regions attached to quad segments.
VariableLengthLineTest_v3_EndlessQueries.SC2Map
@PirateArcade | I make games | Ask me things on Discord
Would not a Query Persistent action been a 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
I'm using query persistent in that gif. Something weird happens and the the position does not seem to update correctly for query persistent-- which is why creating them periodically does work
@PirateArcade | I make games | Ask me things on Discord