So I had this unit called "Protoss Sentry" that used the unit "Alarak Pit Fight" behavior to buff nearby structures using beams. And it worked perfectly... Until I found a bug. Since the beams get removed when the buff is removed, When one of two "Protoss Sentries" giving buff to a single structure leaves the buffing range, the beam doesn't get removed and instead keeps following the old caster "Protoss Sentry." Just like the screenshot attached in this thread.
Is there a way to fix this? I want Caster-Specific lasers, and all the things that I tried to fix didn't work (using actors and effects)
To find the exact same buffing ability (though the Sentry's buff is kind of modified) as this Protoss Sentry, see "Pit Fight Alarak" in the normal Starcraft II Editor.
Thanks again for the reply! You are just like my guardian angel when it comes to Starcraft 2 Map making!!XD That really did the magic on the beams, as it no longer follows the old caster unit when the caster leaves the buffing zone. Thanks! However, there seems to be another problem:
When there is more than a single caster unit in the area, the beam goes haywire - and randomly picks one of the two casters. Is it possible to make both casters to use beams normally on the targets?
So I had this unit called "Protoss Sentry" that used the unit "Alarak Pit Fight" behavior to buff nearby structures using beams. And it worked perfectly... Until I found a bug. Since the beams get removed when the buff is removed, When one of two "Protoss Sentries" giving buff to a single structure leaves the buffing range, the beam doesn't get removed and instead keeps following the old caster "Protoss Sentry." Just like the screenshot attached in this thread.
Is there a way to fix this? I want Caster-Specific lasers, and all the things that I tried to fix didn't work (using actors and effects)
To find the exact same buffing ability (though the Sentry's buff is kind of modified) as this Protoss Sentry, see "Pit Fight Alarak" in the normal Starcraft II Editor.
Thanks in advance,
[email protected]
Sounds like hosting/orphaning issues. In these cases I prefer to add self destruct looped timers to the beam actors that are validated.
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
In reply to DrSuperEvil:
In reply to DrSuperEvil:
So solved?
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
In reply to DrSuperEvil: