I have had some trouble with creating a permenent beam between two units. What I have tried so far has lead to no result ingame.
I want a beam that is activated by an ability, or a trigger (not by a weapon). It should be a one time cast, and it shouldn't go away untill one of the units is killed.
I also want to be able to specify which attachment points the beam should go from and to.
So far I have been trying to modify the void ray and sentry's attack beams into something which is activated by an ability, but as I said, no results ingame.
So, if anyone know how to do this, or have some good ideas, help would be appriciated :)
What he is doing is that every 0 seconds, he execute Probe - Particle Beam (Damage) from one Sentry to the other. That seems extremely inefficient, so I would rather not use that solution.
To create a permanent beam, use a persistent linking the caster and target units. Create a "Beam (Simple)" actor which runs the "Attack" animation, "Variation 02" (others may work) continuously whilst it exists and have its creations and destruction tied to the persistent's starting/stopping. Then have your ability fire the persistent effect at the target unit to create a beam between the two. Have a look at the "Beam" ability in the attached map if this isn't clear.
It's on the "Research Blink" button if you want to see it.
Yeah, that seems to work nicely - apart from one thing.. If one of the units dies, it takes a couple of seconds before the beam disapears. You know how to fix that?
i use this way to make my lightning system and yea i also have this problem. if 1 of the units die there is no way to destroy it. you have to wait untill the periodic ends
Having looked at it a bit closer I've found a workaround. Create two validators, one of the type "Unit Filters" with "Validator - Filters" set to "Excluded: Dead" and "Validator - Unit +" set to "Target", the other of the type "Combine", "Validator - Type" set to "And" and "Validator - Combines" set to "(Caster Not Dead|<The first validator>)".
Set the period of the persistent effect to be something short (0.5s seemed to work for me) and set the periodic validator to the combine validator you just created.
I have had some trouble with creating a permenent beam between two units. What I have tried so far has lead to no result ingame.
I want a beam that is activated by an ability, or a trigger (not by a weapon). It should be a one time cast, and it shouldn't go away untill one of the units is killed.
I also want to be able to specify which attachment points the beam should go from and to.
So far I have been trying to modify the void ray and sentry's attack beams into something which is activated by an ability, but as I said, no results ingame.
So, if anyone know how to do this, or have some good ideas, help would be appriciated :)
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What he is doing is that every 0 seconds, he execute Probe - Particle Beam (Damage) from one Sentry to the other. That seems extremely inefficient, so I would rather not use that solution.
@SBeier: Go
To create a permanent beam, use a persistent linking the caster and target units. Create a "Beam (Simple)" actor which runs the "Attack" animation, "Variation 02" (others may work) continuously whilst it exists and have its creations and destruction tied to the persistent's starting/stopping. Then have your ability fire the persistent effect at the target unit to create a beam between the two. Have a look at the "Beam" ability in the attached map if this isn't clear.
It's on the "Research Blink" button if you want to see it.
Yeah, that seems to work nicely - apart from one thing.. If one of the units dies, it takes a couple of seconds before the beam disapears. You know how to fix that?
i use this way to make my lightning system and yea i also have this problem. if 1 of the units die there is no way to destroy it. you have to wait untill the periodic ends
It does go away long before the persistent effect should end (the periods are set to 999). It just takes about 1-2 seconds.
if you have luck yes else you have to wait untill it ends
@SBeier: Go
Having looked at it a bit closer I've found a workaround. Create two validators, one of the type "Unit Filters" with "Validator - Filters" set to "Excluded: Dead" and "Validator - Unit +" set to "Target", the other of the type "Combine", "Validator - Type" set to "And" and "Validator - Combines" set to "(Caster Not Dead|<The first validator>)".
Set the period of the persistent effect to be something short (0.5s seemed to work for me) and set the periodic validator to the combine validator you just created.
Yep, that works :)
Thanks