AI Notify Flags, Flags and Response Flags are VERY important to apply to every damage effect you make. If you don't, the AI won't know what to do when attacked by them which will prevent units you attack from returning fire if your units aren't within their proximity auto-acquire range. In my more advanced tutorials I won't include these as I expect experienced mappers to know this and apply it on their own as needed. Additionally it can help to NOT have units return fire if you need them to hold still long enough to see what happens visually. Keep this in mind when testing abilities. The rest of this tutorial will have these included to help you get acquainted with these fields, however.
It doesn't seem to work for Colossus?
I am using your sample map, removing all those flags, and increase Colossus's weapon range to 10.
I let the Colossus attack zerglings:
1st shot, zerglings doesn't respond;
2nd shot, a group of zerglings charge to the Colossus.
Whenever I try to duplicate the marine, I select only the things you told me to in the picture but it duplicates everything anyway... some of the things it even duplicates them 3 times. Help :(
I have a problem with the Ionic Splitter. When the primary beam kills the target, the secondary beams do not appear, but their damage effect is still there. Otherwise everything works. What could be the cause? Thanks.
@fllwr - There are several places where Response Flags could have been left on. Also, units will still attack if you move within range. I'm assuming you're talking about the Colossus unit, though. So double check the effect chain for Response Flags.
@GePanda - Are you clicking the check box for the parent of a tree? For example, you click the Actors box but uncheck all but one of the actors underneath in the subsection.
@Dwarfius88 - This is actually a problem with a lot of chained effects. What happens is the slight delay between a units death and the creation of the next link causes the beam to no longer have a host unit to fire from. You can try using points rather than units as launch locations so that even if the unit dies, the effect chains along.
@wowace - That's not true. When you are setting the beam you need to select the Lancer Beam Actor and it will automatically change the field to its ID: LancerBeam.
@cavemaneca - I'm not sure of which part you are specifically referring to, but I did fix a number of typos. Let me know if I got the right one.
Can you point me out how you would go about making the Beam from your Lancer permanent? So it fires the Beam animation until the target is dead? I have been trying to get this to work for the past 8 hours and i am really frustrated right now. Also tried to check the VoidRay to see what i am missing, but i honestly just got confused some more lol
To clarify this a bit more: I tried about everything i could imagine. Most of the things i try seem to shot the beam... and it is even constant until the target dies, but AFTER that it does not clean up. The Beam stays there on the map.
Once i got it to disappear after it killed a unit, but only after about 5-7 seconds later...(don`t remember how i got that to work tho lol)
You need to make the weapon like the Sentry's attack. The weapon fires an Effect - Persistent that is channeled (It's a flag) with the periodic effect being the damage. Then the Beam is tied to this persistent with:
Effect - (Persistent) - Start > Create
Actor Creation > Animation Play (Name: Beam; Animation Properties: Stand; Flags: Play Forever)
I've followed the tutorial step-by-step and done exactly as it says, but when I make my superb lancers shoot, the beams won't appear. The damage is there and sounds, but visually it's screwed. I believe there's something weird in the Actors tab.
I have a map where a marine can pick all kinds of guns thanks ProzacMuze for getting me this far but when I pickup the gun that gives me disrupter beam (the sentry gun) My marine will aim and fire beautifully then a second latter the marine returns to his standing animation with the beam still fireing and looking all wonky.
I got the Lancer to shoot the beam just fine but the animation for the beam lasts about 5 seconds. I tried messing around with it and i couldn't figure out how to get it like you have it in your example map. Also on my Ionic Splitters I cannot get them to display the beams at all but they are doing damage and bouncing just fine.
How can you tell which animation properties apply to which models? I was following this tutorial to make a beam for my photon cannon, but when i tried to use the void ray beam instead of the diamondback beam, the beam doesn't show up. It worked fine with the diamondback beam, however.
@mihai14 - actually it is. Unless your diagram isn't showing what you really want, editing the arc value you is how you would accomplish that. . .
@schiZm22 - Open up the model in the previewer and in the bottom right is a bar with the name of the animation playing. You can right click on this and near the top is where you can select other animations the model has. Any of the animations in this list can be linked in Animation Properties* for actor events. So while the diamondback beam has the animation you want, the void ray beam does not.
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It doesn't seem to work for Colossus?
I am using your sample map, removing all those flags, and increase Colossus's weapon range to 10.
I let the Colossus attack zerglings:
1st shot, zerglings doesn't respond;
2nd shot, a group of zerglings charge to the Colossus.
Whenever I try to duplicate the marine, I select only the things you told me to in the picture but it duplicates everything anyway... some of the things it even duplicates them 3 times. Help :(
I have a problem with the Ionic Splitter. When the primary beam kills the target, the secondary beams do not appear, but their damage effect is still there. Otherwise everything works. What could be the cause? Thanks.
This causes the beam not to fire, It should be set Art - Beam to LancerBeam
"Animation Done" on the first part formatted wrong, kinda confused me at first. kept looking for it in the wrong place.
good tutorial, many thanks.
ignore previous post have got it working now.
Any chance you could setup a Turret Tut?
@fllwr - There are several places where Response Flags could have been left on. Also, units will still attack if you move within range. I'm assuming you're talking about the Colossus unit, though. So double check the effect chain for Response Flags.
@GePanda - Are you clicking the check box for the parent of a tree? For example, you click the Actors box but uncheck all but one of the actors underneath in the subsection.
@Dwarfius88 - This is actually a problem with a lot of chained effects. What happens is the slight delay between a units death and the creation of the next link causes the beam to no longer have a host unit to fire from. You can try using points rather than units as launch locations so that even if the unit dies, the effect chains along.
@wowace - That's not true. When you are setting the beam you need to select the Lancer Beam Actor and it will automatically change the field to its ID: LancerBeam.
@cavemaneca - I'm not sure of which part you are specifically referring to, but I did fix a number of typos. Let me know if I got the right one.
@cronustbe - Turrets Tutorial
Can you point me out how you would go about making the Beam from your Lancer permanent? So it fires the Beam animation until the target is dead? I have been trying to get this to work for the past 8 hours and i am really frustrated right now. Also tried to check the VoidRay to see what i am missing, but i honestly just got confused some more lol
To clarify this a bit more: I tried about everything i could imagine. Most of the things i try seem to shot the beam... and it is even constant until the target dies, but AFTER that it does not clean up. The Beam stays there on the map. Once i got it to disappear after it killed a unit, but only after about 5-7 seconds later...(don`t remember how i got that to work tho lol)
You need to make the weapon like the Sentry's attack. The weapon fires an Effect - Persistent that is channeled (It's a flag) with the periodic effect being the damage. Then the Beam is tied to this persistent with:
Works like a charm, thanks.
I've followed the tutorial step-by-step and done exactly as it says, but when I make my superb lancers shoot, the beams won't appear. The damage is there and sounds, but visually it's screwed. I believe there's something weird in the Actors tab.
I duplicated a sentry for my map but the beam visual isn't appearing. Can someone spot the error? The duplicated unit is the Tower - Elemental Tower
I have a map where a marine can pick all kinds of guns thanks ProzacMuze for getting me this far but when I pickup the gun that gives me disrupter beam (the sentry gun) My marine will aim and fire beautifully then a second latter the marine returns to his standing animation with the beam still fireing and looking all wonky.
Thank you for all your help.
it seems some data has been move around in the 1.1 patch, cause I cant find 'Combat - Launch Assets'
@ProzaicMuze: Go
I got the Lancer to shoot the beam just fine but the animation for the beam lasts about 5 seconds. I tried messing around with it and i couldn't figure out how to get it like you have it in your example map. Also on my Ionic Splitters I cannot get them to display the beams at all but they are doing damage and bouncing just fine.
Any help would be much appreciated.
Hi, I would like to know how to make the "Ionic Splitter" secondary beams hit only the targets behind primary with a certain angle.
Example attached.
Change the Arc on the Search effect to anything <180. It's currently set to 360 which is what causes the situation you described.
@ProzaicMuze: Go
hmmm... It's not that but thanks anyway.
How can you tell which animation properties apply to which models? I was following this tutorial to make a beam for my photon cannon, but when i tried to use the void ray beam instead of the diamondback beam, the beam doesn't show up. It worked fine with the diamondback beam, however.
@mihai14 - actually it is. Unless your diagram isn't showing what you really want, editing the arc value you is how you would accomplish that. . .
@schiZm22 - Open up the model in the previewer and in the bottom right is a bar with the name of the animation playing. You can right click on this and near the top is where you can select other animations the model has. Any of the animations in this list can be linked in Animation Properties* for actor events. So while the diamondback beam has the animation you want, the void ray beam does not.