Hi! Before you tell me to use the search function: I did and found threads concerning this topic, but none really solved it.
I found these lines in the testnatives of blizzard. So they should exactly do what i want: Creating a beam between two actors/points and returning this beam, so you could freely move or destroy it.
I only changed the actor variable names to easily put them into a trigger. Comments are by me.
act=ActorCreate(null,"Model","Hydralisk","","");//there is a default model actor model called "Model", so this should really create somethingActorSend(act,"SetBearingsH 64,64 2");//but I don't see anything. Tried changing SetBearingsH to SetPosition2D...ActorRefSet(null,"::global.Launch",act);act2=ActorCreate(null,"Model","Hydralisk","","");ActorSend(act2,"SetBearingsH 68,64 2");ActorRefSet(null,"::global.Impact",act2);act3=ActorCreate(null,"Beam","ColossusAttackBeam","::global.Launch","::global.Impact");//there is no beam actor called "Beam" ! What the hell should this create?//should only be debugging functions. But they only give me an ingame error. (number too high/wrong or something)act=ActorRefGet(null,"::global.Impact");ot=ActorGetText(act);OutputText(c_outputError,ot);act2=ActorRefGet(null,"::global.Launch");ot=ActorGetText(act2);OutputText(c_outputError,ot);act3=ActorRefGet(act3,"::HostLaunch");ot=ActorGetText(act3);OutputText(c_outputError,ot);
Regarding your comments: I think the "Model" and "Beam" parameters don't search for an actor with this name, but it's the actor type. So "Beam" tells the function it'll create an actor of the type beam (with name ColossusAttackBeam).
And the other one is supposed to create a model-type actor called Hydralisk.
Anyway, I tried this stuff too and I didn't get it to work well, too.
I guess they tinkered with the actor creation stuff after they tested their natives and they maybe broke something.
sigh* so many things we can create, adjust and implement, but still we are forced to use dummy units to create a visual effect? That's annoying, but maybe someone finds out about this stuff one time ;P
But the debugger is a really nice tool. I'm not sure how much performance loss I have by starting in window mode and having it running in the background though...
happy mapping, share your findings ;)
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Hi! Before you tell me to use the search function: I did and found threads concerning this topic, but none really solved it.
I found these lines in the testnatives of blizzard. So they should exactly do what i want: Creating a beam between two actors/points and returning this beam, so you could freely move or destroy it.
I only changed the actor variable names to easily put them into a trigger. Comments are by me.
@Rushhour: Go
The only way I have found to do this is to dynamically create dummy units with no model and have them fire a custom beam at eachother.
Regarding your comments: I think the "Model" and "Beam" parameters don't search for an actor with this name, but it's the actor type. So "Beam" tells the function it'll create an actor of the type beam (with name ColossusAttackBeam).
And the other one is supposed to create a model-type actor called Hydralisk.
Anyway, I tried this stuff too and I didn't get it to work well, too.
I guess they tinkered with the actor creation stuff after they tested their natives and they maybe broke something.
But the debugger is a really nice tool. I'm not sure how much performance loss I have by starting in window mode and having it running in the background though...
happy mapping, share your findings ;)