I'm trying to add the medic's heal spell to a unit. I've copied everything I'm aware of from the campaign mod and imported all of the art assets. The medic unit even heals properly. The only problem is when it casts the spell, it doesn't create the beam, and when it stops healing, the heal model (Swirling crosses above the healed unit) and the sound stay forever.
Is there some sort of event link or something I'm missing?
Sounds like a problem with Actors. They tend to get messed up when you duplicate things. Have a look at the Medic's Actors and make sure you have duplicates for the new heal unit. Also make sure the entries in those Actor duplicates are set to their new heal unit counterparts.
Make sure to double check the Events inside the actor too, sometimes you'll find events in there that create effects depending on abilities.
I just opened the Medic's Events myself and there are two events that create and remove the "heal beam" effect when the heal ability is being used, as for your Healing Crosses over their head check the Medic Heal Model actor (or whatever you named the copy if you duplicated this actor) and in the Events there are 4 Events that I think control that.
I just compared the actors to the medivac and the campaign medic and they seem to be in order. I'm not exactly sure how events work. Could it be that the triggers are never bing fired for the actor's events to pickup? Like it doesn't know that it has started (abil.heal.TargetChannelStart?) so it doesn't create the beam?
Well, if you duplicated the heal ability, the actor is monitoring the wrong heal ability. Abil.heal is the Medic heal, yours would be called heal2 or something.
Okay. To make a new Heal ability based on the Medic's...
Duplicate the Heal ability.
Duplicate the Medic Heal Model, Medic Heal Sound, MedicHealBeam (Unnamed), MedicHealBeamImpactSite (Unnamed), and MedicHealBeamLaunchSite (Unnamed) Actors.
For the Medic Heal Model duplicate, go to Events +, to the Abil.heal,TargetChannelStart, and change the ability to whatever your new Heal ability is. Make sure the Sub Name stays at Target Channel Start.
Do the same for Medic Heal Sound, MedicHealBeam, and MedicHealBeamImpactSite.
LaunchSite is harder. There are several fields that should be changed, but change them the same way.
I haven't tested it, but these changes should be sufficient.
Still no luck. I even tried setting them to the Medivac's heal with no luck. I tried copying the files from the campaign and checking that the events matched up right but no luck...
Ive had a similar problem to this. Im trying to create my own version of Raynor's Grenade Throw, but the Actor for the Grenade missile isnt showing up and Raynor isnt making the throw grenade animation when hes supposed to. I duplicated everything (actors, models, behavs etc). Ive even double checked between the default and my version. All the Actors are correct, all the Links are correct, so i do not understand what the issue is.
Trying to create this spell myself. and i discovered that when i copyed the spell the "Events +" Field info was correct. (The ability in the event were my ability) I checked them all 2 times, just to be shure. but still no luck on getting the beam or the heal model to go away.
The "Events+" says the right spell and i can't find anything wrong elswere in the ability.
Ed2: This is what did it for me: "create a new beam actor with an identifier that puts it after the sites alphabetically (taking a "z" on the end of the word "beam" should help"
I named the Beam actor with a z ( or in my case an "x" ) and that made it go below the impact and launch.
Now it all works perfectly. :)
I figured out a way to change the order without the whole "Z" addition or whatever. All you have to do is save out the map as a component map and edit the XML file. You could probably also use a MPQ editor, but I haven't tested that out yet.
Still noone figured the "right" way to duplicate abilities with beams? I have tryied all of them, and im stuck with ability with no beam model and with infinite heal model (the crosses) above healed unit and infinite sound. Curse this editor once more... Piece of junk.
edit:
ok found the solution. After duplicating healing ability with its effect and all actors but beam's actor, and then making new beam actor from the scratch, calling it "medivac zbeam" (someone mentioned to make it alphabethically lower than host and launch sites actors becouse of some editor bug), then adding manually all the actor events analogically to original medivac beam i was stuck when i said i was. I found out that in my "medivac zbeam" actor in the tab called "hosting" i did not set references to host and launch sites same way as the original beam had.
I have checked it countless amount of time, but not looking for it, i simply overlooked it every time... ehh the nature of man.
I'm trying to add the medic's heal spell to a unit. I've copied everything I'm aware of from the campaign mod and imported all of the art assets. The medic unit even heals properly. The only problem is when it casts the spell, it doesn't create the beam, and when it stops healing, the heal model (Swirling crosses above the healed unit) and the sound stay forever.
Is there some sort of event link or something I'm missing?
Thanks!
Sounds like a problem with Actors. They tend to get messed up when you duplicate things. Have a look at the Medic's Actors and make sure you have duplicates for the new heal unit. Also make sure the entries in those Actor duplicates are set to their new heal unit counterparts.
Make sure to double check the Events inside the actor too, sometimes you'll find events in there that create effects depending on abilities.
I just opened the Medic's Events myself and there are two events that create and remove the "heal beam" effect when the heal ability is being used, as for your Healing Crosses over their head check the Medic Heal Model actor (or whatever you named the copy if you duplicated this actor) and in the Events there are 4 Events that I think control that.
I just compared the actors to the medivac and the campaign medic and they seem to be in order. I'm not exactly sure how events work. Could it be that the triggers are never bing fired for the actor's events to pickup? Like it doesn't know that it has started (abil.heal.TargetChannelStart?) so it doesn't create the beam?
Well, if you duplicated the heal ability, the actor is monitoring the wrong heal ability. Abil.heal is the Medic heal, yours would be called heal2 or something.
Okay. To make a new Heal ability based on the Medic's...
Duplicate the Heal ability. Duplicate the Medic Heal Model, Medic Heal Sound, MedicHealBeam (Unnamed), MedicHealBeamImpactSite (Unnamed), and MedicHealBeamLaunchSite (Unnamed) Actors.
For the Medic Heal Model duplicate, go to Events +, to the Abil.heal,TargetChannelStart, and change the ability to whatever your new Heal ability is. Make sure the Sub Name stays at Target Channel Start.
Do the same for Medic Heal Sound, MedicHealBeam, and MedicHealBeamImpactSite.
LaunchSite is harder. There are several fields that should be changed, but change them the same way.
I haven't tested it, but these changes should be sufficient.
Still no luck. I even tried setting them to the Medivac's heal with no luck. I tried copying the files from the campaign and checking that the events matched up right but no luck...
@SPR762: Go
Ive had a similar problem to this. Im trying to create my own version of Raynor's Grenade Throw, but the Actor for the Grenade missile isnt showing up and Raynor isnt making the throw grenade animation when hes supposed to. I duplicated everything (actors, models, behavs etc). Ive even double checked between the default and my version. All the Actors are correct, all the Links are correct, so i do not understand what the issue is.
@Sceptilesolarbeam: Go
Trying to create this spell myself. and i discovered that when i copyed the spell the "Events +" Field info was correct. (The ability in the event were my ability) I checked them all 2 times, just to be shure. but still no luck on getting the beam or the heal model to go away.
The "Events+" says the right spell and i can't find anything wrong elswere in the ability.
Edit: Found a fix for it: http://forums.sc2mapster.com/development/map-development/1003-beam-help/
Ed2: This is what did it for me: "create a new beam actor with an identifier that puts it after the sites alphabetically (taking a "z" on the end of the word "beam" should help" I named the Beam actor with a z ( or in my case an "x" ) and that made it go below the impact and launch. Now it all works perfectly. :)
Thanks, that worked! Who would have thought...
I figured out a way to change the order without the whole "Z" addition or whatever. All you have to do is save out the map as a component map and edit the XML file. You could probably also use a MPQ editor, but I haven't tested that out yet.
Hello
I created an ability to regenerate shields but the effect is still on target?
The beam works well.
Do you know why the effect is always on the target?
Recharge.SC2Map : Link Removed: http://www.mediafire.com/?glw8r7d6ois8ty4
Have you an explanation?
Thanks
@Ulab: Go
Still noone figured the "right" way to duplicate abilities with beams? I have tryied all of them, and im stuck with ability with no beam model and with infinite heal model (the crosses) above healed unit and infinite sound. Curse this editor once more... Piece of junk.
edit:
ok found the solution. After duplicating healing ability with its effect and all actors but beam's actor, and then making new beam actor from the scratch, calling it "medivac zbeam" (someone mentioned to make it alphabethically lower than host and launch sites actors becouse of some editor bug), then adding manually all the actor events analogically to original medivac beam i was stuck when i said i was. I found out that in my "medivac zbeam" actor in the tab called "hosting" i did not set references to host and launch sites same way as the original beam had.
I have checked it countless amount of time, but not looking for it, i simply overlooked it every time... ehh the nature of man.