I'm currently trying to create a new Healing/repairing beam ability and I need some help from map gurus.
I based my new beam on the medivac heal beam and here is what I've created so far:
Ability:
Regenerate (Abilty type: Effect - Target)
Actors:
Regenerate Beam (actor type: Beam (Simple))
Regenerate Beam Impact Site (actor type: Site)
Regenerate Beam Launch Site (actor type: Site)
Regenerate Model (actor type: CActor Model)
Regenerate Sound (actor type: Sound)
Regenerate Sound Start (actor type: SoundOneShot)
Regenerate Sound Stop (actor type: SoundOneShot)
Effects:
Regenerate (effect type: Create Healer)
Models:
Regenerate Beam (parent: PersistentSpellFX)
Regenerate Model (parent: PersistentSpellFX)
My issue is that the unit using the Regenerate ability moves to its target and heals it but the beam doesn't show and the healing model keep looping on it.
I've checked all the Events+ related to the Medivac healing ability (launch/impact/beam) and created the same for my ability and its still not working.
Does anyone have an idea about what I may have missed ?
Yeah I meant using actor events related to the effect instead to the ability, but since the Medivac is using that too..
Your events are by the way hiding the most interesting part :P
E: The only way I find to have an invisible beam and a permanent model is by setting a wrong impact site, but yours just seems to be right. :o
E2: Oooookay. Ummm. I don't know why and right now I don't want to know it but it seems that your Regenerate Beam Impact Site actor seems to be broken. I in fact copied the Medivac Heal Beam Impact Site actor, changed every value accordingly... and.. well.. the beam worked..
I suppose its somehow the same with the model.
Good night (Maybe I'll try it again tomorrow.. I just cant believe that an actor can be broken :x)
Have anyone made any progress on beam creation yet ? I'd like to know if someone managed to get a beam functioning. I don't quite understand how the launch/impact actors of beams interact with each others ...
I am having this same issue. I'm trying to duplicate the Medivac Heal ability, and my new ability works fine except for the fact that the beam does not appear, and the target effect is stuck infinitely looping.
I have solved the problem. Originally, I duplicated the Medivac Heal ability and also checked all of the Actors for it. While the new duplicated actors were correctly tied to the new duplicated ability, it wasn't working right. I just now tried duplicating the ability once again, but this time I did not tell it to duplicate the actors as well, and instead I went in and manually duplicated the actors and set them to be tied to the new ability, one by one. This worked flawlessly.
I hope this helps you out, if you have not already solved it yourself.
I've reduplicated the abilities with the actors, recreated the impact site and it worked. There is something weird with the 'global::' values in the impact and launch sites, I think they're global variables that prevents 2 medivacs from healing the same target.
Hey guys I have been playing around with the healing beams. My first idea was to have 3 different towers one for healing one for shields one for energy. I hit that stupid problem of the beam not showing up.
QuantumMenace Fixed did work changing it the Beamz. However it wont let you heal the same target at same time even if it is different type of healing
and different tower
So i guess the galaxy editor cant do every thing cause it wont let you heal the same target at same time even if it is energy or shields.
any one got any further with this i would like to have 3 different healing towers. One Health One shields One Energy Heal the same target at the same time pretty much like dota healing fountain.
Is there any way to make beams work without having to create References to add to the Actor Events?
For instance could you create a beam Model, Actor, Effect, and Ability (and/or Behavior) and get it play the animation correctly without making References for the beam(s)?
I'm trying to link a beam to an ability right now and the best I can do is make it so that the beam animation works with the exception that it never reaches the target of the ability.
I'll upload my map so that you can see what I'm talking about if someone actually cares to respond.
I got linked to this thread by someone helping me with my own problem. This was the cure, but I wanted to post to add that 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.
Hopefully blizzard will fix this problem sometime...
I don't know why, but I can't get this to work. I've remade the Beam actor about a dozen times now, beginning and ending with Z and it doesn't seem to fix anything.
How exactly do I fix this issue? I have a custom ability, button, effect, ImpactSite, LaunchSite, HealModel, and HealSound actors. Then I just need to add an object based off the Medic's Heal Beam and give it a low (alphabetically) name/ID right? That's what I keep doing to no avail (yes, I've been editing the events to run with my ability).
I am having the same problem as everyone else with the beam failing. I tryed to XML trick but under the actordata.xml there are only 4 or 5 things and none them have to do with any medics or units like that. Anyone have any ideas why this is not working?
Prepare the Launch Site and Impact Site beams (setting references bla bla bla). Then, I have the Impact Site do a "Create MyAbilitiesBeam" on ActorCreation.
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I'm currently trying to create a new Healing/repairing beam ability and I need some help from map gurus.
I based my new beam on the medivac heal beam and here is what I've created so far:
Ability:
Actors:
Effects:
Models:
My issue is that the unit using the Regenerate ability moves to its target and heals it but the beam doesn't show and the healing model keep looping on it.
I've checked all the Events+ related to the Medivac healing ability (launch/impact/beam) and created the same for my ability and its still not working.
Does anyone have an idea about what I may have missed ?
Edit: I'll post some screens of my Events+ later
Would you mind attaching the map? It tells more than thousand pictures :P
@Xolsom: Go
I can't right now it seems that my connection is reset each time I try to :s
Hopefully, I'll be able to post it later. Any Ideas though ?
Umm.. what about using Effect events instead of Ability events in your actors? Didn't notice that before :P
Oh well.. The Med is using that too..
@Xolsom: Go
The events are linked to these three actors:
There are no events in the effect type I use (Create Healer)
Edit: Uploaded the Map
Yeah I meant using actor events related to the effect instead to the ability, but since the Medivac is using that too..
Your events are by the way hiding the most interesting part :P
E: The only way I find to have an invisible beam and a permanent model is by setting a wrong impact site, but yours just seems to be right. :o
E2: Oooookay. Ummm. I don't know why and right now I don't want to know it but it seems that your Regenerate Beam Impact Site actor seems to be broken. I in fact copied the Medivac Heal Beam Impact Site actor, changed every value accordingly... and.. well.. the beam worked..
I suppose its somehow the same with the model.
Good night (Maybe I'll try it again tomorrow.. I just cant believe that an actor can be broken :x)
@Xolsom: Go
Hopefully that's not a bug with the actors and only a mistep in the creation process.
Have anyone made any progress on beam creation yet ? I'd like to know if someone managed to get a beam functioning. I don't quite understand how the launch/impact actors of beams interact with each others ...
@Hoori: Go
I am having this same issue. I'm trying to duplicate the Medivac Heal ability, and my new ability works fine except for the fact that the beam does not appear, and the target effect is stuck infinitely looping.
I haven't been able to figure out a solution yet.
I have solved the problem. Originally, I duplicated the Medivac Heal ability and also checked all of the Actors for it. While the new duplicated actors were correctly tied to the new duplicated ability, it wasn't working right. I just now tried duplicating the ability once again, but this time I did not tell it to duplicate the actors as well, and instead I went in and manually duplicated the actors and set them to be tied to the new ability, one by one. This worked flawlessly.
I hope this helps you out, if you have not already solved it yourself.
I've reduplicated the abilities with the actors, recreated the impact site and it worked. There is something weird with the 'global::' values in the impact and launch sites, I think they're global variables that prevents 2 medivacs from healing the same target.
@QuantumMenace: Go
Hey guys I have been playing around with the healing beams. My first idea was to have 3 different towers one for healing one for shields one for energy. I hit that stupid problem of the beam not showing up.
QuantumMenace Fixed did work changing it the Beamz. However it wont let you heal the same target at same time even if it is different type of healing and different tower
So i guess the galaxy editor cant do every thing cause it wont let you heal the same target at same time even if it is energy or shields.
any one got any further with this i would like to have 3 different healing towers. One Health One shields One Energy Heal the same target at the same time pretty much like dota healing fountain.
Is there any way to make beams work without having to create References to add to the Actor Events?
For instance could you create a beam Model, Actor, Effect, and Ability (and/or Behavior) and get it play the animation correctly without making References for the beam(s)?
I'm trying to link a beam to an ability right now and the best I can do is make it so that the beam animation works with the exception that it never reaches the target of the ability.
I'll upload my map so that you can see what I'm talking about if someone actually cares to respond.
@QuantumMenace:
Nice catch, saved me days of frustration. This definitely needs to go in some kind of tutoral/bug report.
I got linked to this thread by someone helping me with my own problem. This was the cure, but I wanted to post to add that 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.
Hopefully blizzard will fix this problem sometime...
I don't know why, but I can't get this to work. I've remade the Beam actor about a dozen times now, beginning and ending with Z and it doesn't seem to fix anything.
How exactly do I fix this issue? I have a custom ability, button, effect, ImpactSite, LaunchSite, HealModel, and HealSound actors. Then I just need to add an object based off the Medic's Heal Beam and give it a low (alphabetically) name/ID right? That's what I keep doing to no avail (yes, I've been editing the events to run with my ability).
@QuantumMenace: Go
Thank you so much. Works fine here now.
I am having the same problem as everyone else with the beam failing. I tryed to XML trick but under the actordata.xml there are only 4 or 5 things and none them have to do with any medics or units like that. Anyone have any ideas why this is not working?
What I do for my beams is:
Prepare the Launch Site and Impact Site beams (setting references bla bla bla). Then, I have the Impact Site do a "Create MyAbilitiesBeam" on ActorCreation.