I have a channeled beam weapon based on the Sentry's disruption beam that I've given high DPS to, except now it's killing units so fast that even with a 0.2 period it isn't showing the beam at all! (just enemy units spontaneously dying). Is there a way to keep the weapon going for say at least 0.4 seconds before allowing the weapon to change targets, and if the unit dies instantly to have the beam keep appearing (and hitting the place where the unit died) until 0.4 seconds in?
Under your Beam (Simple) actor maybe increase the speed of the birth animation?
You would need to create an invisible Model type actor at the location of the dead unit that then changes the impact hosting of the beam using a Reference Set actor event action.
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Is there a birth animation speed field? I couldn't find it on the Beam (Simple) actor. I'd be very much interested to know how to change that! I'm using the PurifierPlanetCrackerVoidBeam model and it has a roughly 3 second animation-start where the beam isn't coming out (there are tiny crosshair beams instead) and the damage is still going normally (since I've mounted it on the Sentry's weapon) which is just obnoxious. I managed to make that nearly disappear using an Animation Speed of 50 instead of 1. However even with a beam that doesn't have that kind of lead time, a high animation speed doesn't make the beam appear.
Could this be related to the Colossus' Thermal Lance? That one keeps going even if the target is killed.
Under actor events make an event Actor Creation>Animation Set Time Scale.
With the colossus the beam targets a Site (Mover) actor that is told to move to the location of the target. That also bugs if the targets are being switched between too fast.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I have a channeled beam weapon based on the Sentry's disruption beam that I've given high DPS to, except now it's killing units so fast that even with a 0.2 period it isn't showing the beam at all! (just enemy units spontaneously dying). Is there a way to keep the weapon going for say at least 0.4 seconds before allowing the weapon to change targets, and if the unit dies instantly to have the beam keep appearing (and hitting the place where the unit died) until 0.4 seconds in?
Under your Beam (Simple) actor maybe increase the speed of the birth animation?
You would need to create an invisible Model type actor at the location of the dead unit that then changes the impact hosting of the beam using a Reference Set actor event action.
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
Thanks for the swift reply!
Is there a birth animation speed field? I couldn't find it on the Beam (Simple) actor. I'd be very much interested to know how to change that! I'm using the PurifierPlanetCrackerVoidBeam model and it has a roughly 3 second animation-start where the beam isn't coming out (there are tiny crosshair beams instead) and the damage is still going normally (since I've mounted it on the Sentry's weapon) which is just obnoxious. I managed to make that nearly disappear using an Animation Speed of 50 instead of 1. However even with a beam that doesn't have that kind of lead time, a high animation speed doesn't make the beam appear.
Could this be related to the Colossus' Thermal Lance? That one keeps going even if the target is killed.
Under actor events make an event Actor Creation>Animation Set Time Scale.
With the colossus the beam targets a Site (Mover) actor that is told to move to the location of the target. That also bugs if the targets are being switched between too fast.
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