Ive made a beam weapon that is suppose to appear to originate from high above the targets head.
It uses an SOp in Launch Site Ops to offset the launch Z position by 12. The Damage Effect then uses TargetUnit/Point for both launch and impact locations.
(Effect Chain is: Weapon - Search Area - Damage)
It works fine, so long as the target's model has attachment points. If it does not then the beams launch point seems to instead go back to the firing unit. The problem is that I want this weapon to indiscriminately target many different units at random, some of which may not necessarily be combat units and as such may be using models that lack attachment points.
How can I get the Launch Point of the Beam to ALWAYS be above the Target?
Ive made a beam weapon that is suppose to appear to originate from high above the targets head.
It uses an SOp in Launch Site Ops to offset the launch Z position by 12. The Damage Effect then uses TargetUnit/Point for both launch and impact locations.
(Effect Chain is: Weapon - Search Area - Damage)
It works fine, so long as the target's model has attachment points. If it does not then the beams launch point seems to instead go back to the firing unit. The problem is that I want this weapon to indiscriminately target many different units at random, some of which may not necessarily be combat units and as such may be using models that lack attachment points.
How can I get the Launch Point of the Beam to ALWAYS be above the Target?
I would host invisible Model actors at the launch and impact locations as attachments and fire the beam between the two.
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
And how would I Host the Actors on the Impact Location?
I can spawn them easily enough, but they are always spawned at the firing unit, rather than the target position.
EDIT:
Nvm I figured it out.
Use the At term and set to target. Also under hosting use Actor Find and Scope.Target for the effect to specify the host.
For a more complex method look at the WoL lurker weapon.
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