Sorry for the late reply, I thought I had already responded for some reason Xp But is there a reason for using BeamContinuous instead of BeamSimpleAnimationStyleOneShot? While the fields don't chance, each "template" will pre-fill certain fields that could be causing your problem.
I load your map and test it and all is ok but when im trying to create the same thing beam(visual effect) not showing
1. create lancer dmg efect (effect type dmg)
set AI notification to hurt enemy
set dmg to my own dmg
set effect flags to notification
set response flags to acquire and flee
set impact location to target unit
set lunch location to source unit
2.create model named lancer model(generic)
set model to Colossus beam
3.actor named lancer beam(beam simple , animation style one shot)
set scale to 0.5
and create events:
first -actorcreation animplay beam1 animproparties dead blend in -1 blend out -1 time variant 1 time type duration
second -animationdone whit term animationname beam1 destroy type normal
4. actor named lancer beam attack(action genericattack)
art-beam to lancer beam(i set to actor and choose lancer beam like you)
events+ -effect.lancer(dmg).start create
i set my own sounds on launch and on impact(like your sounds)
5. i duplicate marine (only for actors: marine and marine death for models: marine for weapons: marine gauss rifle that's all )
set marine mode copy to marine mode ,effect-effect to lancer dmg and display effect to lancer dmg
and big fail no beam only dieing units and truly sounds
were can be the problem
in my editor when i create new behavior, actor or effect and add to unit he always have splash dmg i dont know why and i dont know how to remove
(maybe editor bug dont know) can is this the problem or something which i missing
sorry for long post and my poor english
Unless it is actually causing splash damage to the units around the target, it's just something new with the latest patch. I've noticed it as well. A lot of things that were linked before weren't showing up. Now they do show up. That particular effect is a dummy effect (It has gray text, right?) used for the Damage fields of the Attack Actor.
As for your beam not showing up I can't really tell what's wrong from what you posted. I'd need to either have more information (like screenshots) or the map so I can go in and poke around.
It appears you set your animation to Dead instead of Death. After going back through your previous post I saw this as well. The words were similar enough that I didn't catch it the first time. After correcting that issue the beam showed up without error :)
So i did this with a marauder, the attack works but when he fires it he just stands there, not the usual "bring his arm up then shoot", the beam just comes out of his stomach -.- with him standing still. Is there any way to fix this? thx!
Edit: nvm toyed around and figured it out :) just did the attachment launch thingy XD
@JuggerD - I believe the fade trail is part of the High Templar's animation. In order to do something similar with the Marauder you would need to make dummy models of the Marauder that are created via a permanent buff. An example setup would be:
Behavior - Buff > Effect - Persistent (Try using 0.3333s per buff cycle)
Add a validator to the Behavior's Disable field that checks for the units movement. Thus if it's not moving, the buff isn't active (no trail)
Add the Behavior to your unit
Now you'll need a Model Actor Based On Model Animation Style One Shot. This Actor will be created multiple times for the trail and change the Marauder's color while fading it out of existence. Sounds complex, but it's actually very simple to do:
Set Model to Marauder
Set Scale (if you changed the unit's size)
Set Host to your Marauder Unit
Set Host Site Operations to SOpAttachCenter (Enable Hold Rotation AND Hold Position)
Set Events to:
Effect.[Persistent Name].Start > Create
Actor Creation > Animation Play (Animation Properties: Stand; Time Variant: 1; Duration)
Animation Done > Destroy
Actor Creation > Set Tint Color (Any Color; Blend: 1.0s)
Actor Creation > Set Opacity (0%; Blend: 1.0s)
(Important Note: The Site Operation used might be the wrong one. I haven't tested this and am recalling from memory. Just find whatever SOp creates the clone exactly inside the Marauder without being offset)
From start to finish:
Buff creates a Persistent every 0.3333s, but only while the unit is moving
Actor creates trail model at each Persistent, attached to the unit (to preserve facing), but stays at that location (due to both Holds)
Actor changes color and fades to nothing over 1.0s before being destroyed
Off Topic a little, but in relation to something posted earlier:
@JuggerD & ProzaicMuze - I followed your write up for the High Templar Shadow trail and got it somewhat working, the images wouldn't stop when the unit did and it ended up creating too many shadows so after a lot of trial and error I went and looked into the High Templar unit and found out that it uses a couple of events to trigger the shadow trail and although it does use a separate model for afterimage it didn't look that hard to modify.
After a new more tries I got it working using a mash up of your write up and what I found on the High Templar model. Instead of using a persistent buff to trigger the mirror images I used an event timer and thus far it's working great. The only bug I've found is when using a unit that can cloak on demand, such as the Ghost or Spectre. After the unit stops moving there is about a second and a half pause where if you cloak you will see the trail of images cloak as well. I'm not sure how its happening exactly, but after you cloak the images will disappear like normal and if you run around while cloaked the afterimages show up like they should (cloaked). Now the reverse is not true, if your cloaked and you stop and uncloak then your afterimages do not appear. I'm working on uploading a video to YouTube now, I'll edit this once it's uploaded
Follow Prozaic's guide for setting up the Model Actor for your unit, I changed the SOp to SOpAttachOrigin. Now I duplicated my Spectre (mostly cause I feel like I'll break something if I don't), but in the Data Editor under the actor's tab find your Marauder (not the Model, it should say Unit under Actor Type) and bring it up. Now goto the Event - Events + editor and bring it up. We are going to create 6 new events here, all of which are pretty simple to understand:
TimerExpired > (Term) TimerName Shadow (Term) IsStatus ShadowCreate 1 > Create SpectreMirror (This is my Model Actor I created as per Prozaic's write up)
TimerExpired > (Term) TimerName Shadow (Term) TimerSet 0.200000 Shadow
If its OK with Prozaic I'm going to do a full write up from start to finish and do a lot more in depth explanations of what everything does, but since half of it I kind of took from his write up there I don't want to just use it :)
Hey, usually I'd use triggers to accomplish effects, but with the new SC2 Data manager, I thought i'd try to accomplish something via Actors and the like. I have a high templar and a pylon in one area of my map, and I'm trying to create a beam that connects the two units, visually. Just a constant beam that comes from the HT and links it to the pylon. I'd really appreciate help on how to make this with actors.
This issue's been solved, solution's at the bottom Ok, I'm not sure if anyone can help without screenshots/map attached, but I figured I'd post my question anyway. I wanted to add a beam weapon to a scientist unit (the second scientist model has a visor, figured I could make it Cyclops-esque) and used this tutorial to do it. I got the weapon set up and added it to the scientist and it works, but it fires out of the model's origin instead of the head (which makes sense since the scientist had no weapon to start).
So I dug around through other tutorials and tried using SOpAttachHead on the beam effect but that made the beam disappear entirely. I changed that to one of the SOpsHigherBy and that worked, so I ended up just modifying one of those so it fired out of the visor. I was just curious why the AttachHead one didn't work. The scientist02 model has a Head anchor point, so that shouldn't be the issue, but I guess it could be a strange issue with how the point is facing or something? I don't know enough at this point to even guess at why. Sorry I'm not at home so I can't upload the map, but hopefully that's enough info to maybe get some guesses.
Edit: I figured out I was trying to set up the targeting in the wrong actor. I was trying to set it in the "Beam" actor instead of the "Beam Attack" actor. As soon as I found the field in the "Beam Attack" actor and set it to Head, everything worked great.
I went through the bounce beam, but for some reason the attack won't hit the third target, or make a beam even going from target 2 to 3. Also the beam from target 1 to 2 isn't quite right, it just starts at target 2. I've double checked everything but I can't figure out what's wrong.
Nevermind, I opened up your map instead. Wish I knew what was wrong, but I guess it doesn't matter any more.
I did the first weapon and when I got to making the copy of the marine and renaming the unit to Lancer and all the actors/models it removed the model from my marine. All I have is a white dome for a unit but he does shoot the beam successfully. So I just have an issue with the marine model atm.
Edit: Fixed. I had to change the model to Marine in the Art tab.
Excellent guide ProzaicMuze, I have this bookmarked and have been referring to it a lot and it's helped me get very acquainted with Galaxy Editor.
That said, I am having some trouble figuring out exactly why The "Lightning Tower" weapon isn't working for me correctly. I have it all set up, and it seems to run correctly, hitting the first unit, then second, then third, but the beam going to the third unit doesn't show up at all. I double and triple checked my map with yours, compared the Actors and Effects from Bounce 1 to 2 to 3, etc. and just cannot find what is going wrong.
I'd upload / post my map if I knew how; fairly new here, gotta learn my way around.