And still hit between "Ionic Splitter" and the "Primary Target" (2nd image).
I think the search angle is the maximum separation between secondary targets but don't affect their position.
It's probably more complicated than that but if you can do it im here to learn. :D
If u have time to check it out, I would appreciate it.
Can you take a look at my "Laser Cannon" when the primary beam kills the target the secondary ones spawn location is the cannon and not the primary beam impact point. Can you fix it, tell me what you changed and upload again?
@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.
Ah thanks that clears that up perfectly. So much of this editor is just figuring out what each of the bazillion options means and what it references.
Hm, I have a question. I used this guide to create a special ability, I used the void ray's lvl 3 effect (god, that was almost not worth the effort :(). But I've hit a real snag. I used this tutorial to create the custom actors, but instead of having the Attack actor use the Beam one, I have it linked to the "void ray beam attack" actor. However whenever I use the ability, it shoots out like normal, dissapears normally, it all works perfectly... except that after it's finished, there's this... tether between my ship and the target. It's the lvl 1 void ray beam, and it'll just connect the two ships indeffinently, never going away. I've spent HOURS trying to fix this, I've exhausted every possible option I can think of. I just don't get why it's happening. Any help would be greatly appreciated :(
For a beam chain like on the lightning tower, how would I go about making it so the successive beams are delayed, or fire after the first animation finishes? i.e. beam 1 plays then beam 2 plays etc.
The glaive wurm shows how it's done with missiles, but is there a way for beams?
Also another small problem: When the initial beam on my beam chain kills a unit outright, the successive beams originate from the tower, not the search. I have it set to target unit/point, but it doesn't seem to recognize any points if I just set it to target point.
Hello ProzaicMuze. As you might expect, I have a question regarding beams.
Specifically with the Void Ray. I want the beam to channel on the target like normal but break when the target moves a certain distance away from the shooter's facing angle. Sort of like Arc Slop. Actually, exactly like Arc Slop. Currently I have it so that it can only acquire a target within 10 degrees of the facing angle but once the beam is on the target it will stay on it until the target either dies or moves out of range.
Is this possible? If so, how? Thanks for your time.
When making proper beams you need to change the movermove target under the beam actor and the signal arrival of the mover actor.
As for the problem of it moving out of range, are you sure you have not upped radius maxiumum count and not just radius?
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Thanks for the tutorial :) I was wondering though, concerning the ionic splitter effect, how can I make a delay in between attack and split? It seems too instantaneous, rather than the "chain" effect I was hoping for. Also... Is there anything I need to know if I want to add a third and fourth split, or can I just duplicate them accordingly?
The angle changes based on how you've setup Target - Impact Location+ If it's BLAH point, it will use the map's facing with south being the default. If it's BLAH unit it will take the facing of that unit.
The 2nd issue is something I am aware of and will be fixing when I have the time to upload a new test map.
The easiest way to create this would be to create a Behavior on an Invisible Missile Unit that is targeted by the Beam. Then give it a periodic effect that creates a persistent at the unit's location. On that persistent, give it an Initial Delay and a periodic effect as well. The periodic effect would be whatever damage or explosion or search area you wanted the beam to create.
Behavior Buff > Create Persistent (Delayed) > YOUR COOL STUFF HERE
You can control how long the beam chases with the buff's duration and how long the fires stay with the number of periods on the persistent.
In order for the missile to chase, you would setup an ability as follows:
The missile would start with the buff on it from above and it would have a custom mover with whatever speed you wanted and the impact disabled (so that it doesn't die if it reaches the target). Make sure you have an Effect - Damage on the end of the buff to kill the invisible missile.
This is happening because you didn't create the Beam Attack Actor from scratch. You are trying to share the Void Ray Beam Attack with two Beams and this isn't allowed in the editor. Any Beam or Missile can only have one Attack Actor Associated with it, otherwise it bugs out. If you have trigger errors shown it will even spew out errors saying something like this every time the weapon fires.
To delay the beam, add a Create Persistent in before the Set to delay it's creation. You can set the exact time between jumps this way so that the beam "travels" through targets. You will need to match duration of your Actors accordingly so that it looks smooth.
The 2nd issue is something I am aware of and will be fixing when I have the time to upload a new test map.
If you've copied the Void Ray's weapon, then what you want isn't possible because the Void Ray can move while it shoots. Because it can do this, it will turn to face the target as it moves, thus making it impossible for Arc Slop to every work. Disable movement while attacking and lock it's facing and the unit will be able to escape causing the Void Ray to stop attacking, turn and re-aquire.
Beams don't need movermove or whatever it is you are talking about. This is only for use with Site (Mover) as with the Colossus beams that cross over the target area. This is the same for Signal Arrival because you don't need to signal anything unless the beam is attached to a moving site.
Additionally, if you're talking about BasharTeg's issue, search radius has nothing to do with the problem unless the attack is generated by a Search Area that attacks targets within the radius. Unless I misunderstood, he's talking about a weapon that fires at a target. While you CAN setup weapons with searches, this typically isn't the case. It's just a Weapon > Damage/Set/Buff effect chain.
For adding additional splits (I assume you mean beam, splits to 2, splits to 4) just repeat the process for the first split and tack it on to the end of the existing chain. I will warn you, however, that excessive splits get buggy with this setup. I will be fixing it at a later point when I redo portions of the tutorial to address problems and make it more modular.
When i make Lancer, and i duplicate marine, there are far more actors attached to it (compared to what was shown on the screen). When i copy only those, which were copied in the tutorial (Marine and Marine_Death), somehow it doesn't work.
There's an error message:
" Model Assets\Units\Terran\Lancer\Lancer.m3; Unable to create this model."
I guess some recent patch changed what is attached to Marine.
Just to clarify, what i do (after doing all the effects, and actors for attack):
1. Duplicate Marine, unit.
3. Rename duplicated stuff in this order:
Model Marine -> Lancer;
Actor Marine -> Lancer;
Actor Marine_Death -> Lancer_Death;
Weapon Marine blablabla -> Plasma Lance;
Unit Marine -> Lancer.
4. Then i change the weapon as tutorial said (but this isn't important here, is it?)
And then there's this error message.
[EDIT] It seems that the Lancer model has nothing in it (all parameters are empty). It's strange, because i just renamed it from Marine Model.
When i make Lancer, and i duplicate marine, there are far more actors attached to it (compared to what was shown on the screen). When i copy only those, which were copied in the tutorial (Marine and Marine_Death), somehow it doesn't work.
There's an error message: " Model Assets\Units\Terran\Lancer\Lancer.m3; Unable to create this model."
More objects show up as a result of patches, but the process remains unchanged. What you're encountering is something a patch added to the duplication process which is just silly:
When you rename a model, now it also changes the model (.m3) file it was associated with to the name. So it's trying to find a Lancer model that doesn't exist. Just chance the model back to Marine.m3 and it will be fine again. This is the Model field in the Lancer Model object, not the Lancer Model object itself.
Now it works! Thanks a lot! These tutorials are great btw.
I just did a Lancer with beam following the Ionic Splitter's one. So it hits one target and then jumps to three another. It all works, just i get one error in-game:
"[LancerDamage2] Can only create one CActor Action per effect"
Lancer Damage 2 effect is based on "Splitter (Damage2)" in tutorial.
Also, what i would like do to is - when the beam hits a target, there's an effect on unit, like a small "cloud" or "explosion" (like in a normal Collossus attack). When there are so many units hit (attack jumps), there are just too many of these "clouds/explosions" and i can't see enemy units under them. How can i make them smaller?
Ok, so i made a chain beam weapon like in the tutorial. Problem is that the beam sometimes bounces back to the shooter.
Why on earth is it bouncing back at the unit?
Its not just visual, cuz a lot of the time instead of hitting 4 targets (can chain 3 times after first hit), it only hits 2 and instead bounces back at the unit. It does no dmg to the unit, but it fucks up the damage a lot.
Basically ruining the whole function of the weapon.
If anyone could help i would greatly appreciate it.
I just did a Lancer with beam following the Ionic Splitter's one. So it hits one target and then jumps to three another. It all works, just i get one error in-game:
"[LancerDamage2] Can only create one CActor Action per effect"
Lancer Damage 2 effect is based on "Splitter (Damage2)" in tutorial.
Also, what i would like do to is - when the beam hits a target, there's an effect on unit, like a small "cloud" or "explosion" (like in a normal Collossus attack). When there are so many units hit (attack jumps), there are just too many of these "clouds/explosions" and i can't see enemy units under them. How can i make them smaller?
Objects in the Data Editor can't share actors. This means you can't have 2 Action Actors run for the same Effect given that they directly conflict. You will need to created separate Action Actors or remove one of them. I'm assuming you have created the Ionic Splitter and simply added the Lancer ACtor on top of it rather than replacing/altering the Ionic Splitter's Action Actor.
To adjust the size, go to the Scale field on the Actors that are creating the clouds/explosions. If you're creating Blizzard's Stock models, you will need to create additional actors in order to adjust the scale.
Ok, so i made a chain beam weapon like in the tutorial. Problem is that the beam sometimes bounces back to the shooter. Why on earth is it bouncing back at the unit? Its not just visual, cuz a lot of the time instead of hitting 4 targets (can chain 3 times after first hit), it only hits 2 and instead bounces back at the unit. It does no dmg to the unit, but it fucks up the damage a lot. Basically ruining the whole function of the weapon.
If anyone could help i would greatly appreciate it.
Your Target Filters are allowing it to select Player. The lack of damage is because the Damage Effect has the right filter, while the search doesn't. So you're shooting yourself, but then realizing "oh that's me" and preventing the damage.
Hi there!
I have quite some beams included in my mod. all of them working very well. my only problem is the folowing:
when a unit on higher terrain shoots at a unit standing on lower terrain, the beams go directly "through" the terrain and are therefor invisible in those spots. is there an option to ignore the terrain height? I've been looking for hours to find such an option. does anyone have a clue about this issue?
I don't believe this is possible. If it were, the Colossus wouldn't suffer from this problem as well. It would also be nearly impossible to implement correctly because the beam would literally have to bend over the cliff edge in order to not go through it. If they did, the beam would actually NOT be ignoring the terrain height lol.
I honestly have no idea what that warning means. Never seen it before. I'd recommend going to the actor and making sure you have the right model linked and then going to the linked model and making sure you have the correct .m3 file selected for the model.
I do have ask though, are you using model swap events? It mentions it directly in the error message which leads me to believe you might have used the wrong events.
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@ProzaicMuze: Go
I changed the angle to 90ยบ (1st image).
And still hit between "Ionic Splitter" and the "Primary Target" (2nd image).
I think the search angle is the maximum separation between secondary targets but don't affect their position.
It's probably more complicated than that but if you can do it im here to learn. :D If u have time to check it out, I would appreciate it.
Can you take a look at my "Laser Cannon" when the primary beam kills the target the secondary ones spawn location is the cannon and not the primary beam impact point. Can you fix it, tell me what you changed and upload again?
Ah thanks that clears that up perfectly. So much of this editor is just figuring out what each of the bazillion options means and what it references.
@ProzaicMuze: Can u explain how to make a same beam like in this video(around 0:50). I think he use trigger, but i wonder if we can use data to make.
Hm, I have a question. I used this guide to create a special ability, I used the void ray's lvl 3 effect (god, that was almost not worth the effort :(). But I've hit a real snag. I used this tutorial to create the custom actors, but instead of having the Attack actor use the Beam one, I have it linked to the "void ray beam attack" actor. However whenever I use the ability, it shoots out like normal, dissapears normally, it all works perfectly... except that after it's finished, there's this... tether between my ship and the target. It's the lvl 1 void ray beam, and it'll just connect the two ships indeffinently, never going away. I've spent HOURS trying to fix this, I've exhausted every possible option I can think of. I just don't get why it's happening. Any help would be greatly appreciated :(
For a beam chain like on the lightning tower, how would I go about making it so the successive beams are delayed, or fire after the first animation finishes? i.e. beam 1 plays then beam 2 plays etc.
The glaive wurm shows how it's done with missiles, but is there a way for beams?
Also another small problem: When the initial beam on my beam chain kills a unit outright, the successive beams originate from the tower, not the search. I have it set to target unit/point, but it doesn't seem to recognize any points if I just set it to target point.
Hello ProzaicMuze. As you might expect, I have a question regarding beams.
Specifically with the Void Ray. I want the beam to channel on the target like normal but break when the target moves a certain distance away from the shooter's facing angle. Sort of like Arc Slop. Actually, exactly like Arc Slop. Currently I have it so that it can only acquire a target within 10 degrees of the facing angle but once the beam is on the target it will stay on it until the target either dies or moves out of range.
Is this possible? If so, how? Thanks for your time.
-BasharTeg
When making proper beams you need to change the movermove target under the beam actor and the signal arrival of the mover actor. As for the problem of it moving out of range, are you sure you have not upped radius maxiumum count and not just radius?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Thanks for the tutorial :) I was wondering though, concerning the ionic splitter effect, how can I make a delay in between attack and split? It seems too instantaneous, rather than the "chain" effect I was hoping for. Also... Is there anything I need to know if I want to add a third and fourth split, or can I just duplicate them accordingly?
@mihai14: Go
The angle changes based on how you've setup Target - Impact Location+ If it's BLAH point, it will use the map's facing with south being the default. If it's BLAH unit it will take the facing of that unit.
The 2nd issue is something I am aware of and will be fixing when I have the time to upload a new test map.
@MrZ3r0: Go
The easiest way to create this would be to create a Behavior on an Invisible Missile Unit that is targeted by the Beam. Then give it a periodic effect that creates a persistent at the unit's location. On that persistent, give it an Initial Delay and a periodic effect as well. The periodic effect would be whatever damage or explosion or search area you wanted the beam to create.
Behavior Buff > Create Persistent (Delayed) > YOUR COOL STUFF HERE
You can control how long the beam chases with the buff's duration and how long the fires stay with the number of periods on the persistent.
In order for the missile to chase, you would setup an ability as follows:
Ability - Effect Target > Create Persistent (Delayed) > Search (Finds Target) > Launch Missile (From Persistent)
The missile would start with the buff on it from above and it would have a custom mover with whatever speed you wanted and the impact disabled (so that it doesn't die if it reaches the target). Make sure you have an Effect - Damage on the end of the buff to kill the invisible missile.
@Colt556: Go
This is happening because you didn't create the Beam Attack Actor from scratch. You are trying to share the Void Ray Beam Attack with two Beams and this isn't allowed in the editor. Any Beam or Missile can only have one Attack Actor Associated with it, otherwise it bugs out. If you have trigger errors shown it will even spew out errors saying something like this every time the weapon fires.
@schiZm22: Go
To delay the beam, add a Create Persistent in before the Set to delay it's creation. You can set the exact time between jumps this way so that the beam "travels" through targets. You will need to match duration of your Actors accordingly so that it looks smooth.
The 2nd issue is something I am aware of and will be fixing when I have the time to upload a new test map.
@BasharTeg: Go
If you've copied the Void Ray's weapon, then what you want isn't possible because the Void Ray can move while it shoots. Because it can do this, it will turn to face the target as it moves, thus making it impossible for Arc Slop to every work. Disable movement while attacking and lock it's facing and the unit will be able to escape causing the Void Ray to stop attacking, turn and re-aquire.
@DrSuperEvil: Go
Beams don't need movermove or whatever it is you are talking about. This is only for use with Site (Mover) as with the Colossus beams that cross over the target area. This is the same for Signal Arrival because you don't need to signal anything unless the beam is attached to a moving site.
Additionally, if you're talking about BasharTeg's issue, search radius has nothing to do with the problem unless the attack is generated by a Search Area that attacks targets within the radius. Unless I misunderstood, he's talking about a weapon that fires at a target. While you CAN setup weapons with searches, this typically isn't the case. It's just a Weapon > Damage/Set/Buff effect chain.
@Spudtop: Go
To delay the beam, read my answer above.
For adding additional splits (I assume you mean beam, splits to 2, splits to 4) just repeat the process for the first split and tack it on to the end of the existing chain. I will warn you, however, that excessive splits get buggy with this setup. I will be fixing it at a later point when I redo portions of the tutorial to address problems and make it more modular.
Hey!
When i make Lancer, and i duplicate marine, there are far more actors attached to it (compared to what was shown on the screen). When i copy only those, which were copied in the tutorial (Marine and Marine_Death), somehow it doesn't work.
There's an error message: " Model Assets\Units\Terran\Lancer\Lancer.m3; Unable to create this model."
I guess some recent patch changed what is attached to Marine.
Just to clarify, what i do (after doing all the effects, and actors for attack): 1. Duplicate Marine, unit.
2. Choosing to duplicate also: Actors - Marine; Actors - Marine_Death; Models - Marine; Weapons - Marine C-14 Gauss Rifle.
3. Rename duplicated stuff in this order: Model Marine -> Lancer; Actor Marine -> Lancer; Actor Marine_Death -> Lancer_Death; Weapon Marine blablabla -> Plasma Lance; Unit Marine -> Lancer.
4. Then i change the weapon as tutorial said (but this isn't important here, is it?)
And then there's this error message.
[EDIT] It seems that the Lancer model has nothing in it (all parameters are empty). It's strange, because i just renamed it from Marine Model.
Thanks is advance!
More objects show up as a result of patches, but the process remains unchanged. What you're encountering is something a patch added to the duplication process which is just silly:
When you rename a model, now it also changes the model (.m3) file it was associated with to the name. So it's trying to find a Lancer model that doesn't exist. Just chance the model back to Marine.m3 and it will be fine again. This is the Model field in the Lancer Model object, not the Lancer Model object itself.
Now it works! Thanks a lot! These tutorials are great btw.
I just did a Lancer with beam following the Ionic Splitter's one. So it hits one target and then jumps to three another. It all works, just i get one error in-game:
"[LancerDamage2] Can only create one CActor Action per effect"
Lancer Damage 2 effect is based on "Splitter (Damage2)" in tutorial.
Also, what i would like do to is - when the beam hits a target, there's an effect on unit, like a small "cloud" or "explosion" (like in a normal Collossus attack). When there are so many units hit (attack jumps), there are just too many of these "clouds/explosions" and i can't see enemy units under them. How can i make them smaller?
Ok, so i made a chain beam weapon like in the tutorial. Problem is that the beam sometimes bounces back to the shooter. Why on earth is it bouncing back at the unit? Its not just visual, cuz a lot of the time instead of hitting 4 targets (can chain 3 times after first hit), it only hits 2 and instead bounces back at the unit. It does no dmg to the unit, but it fucks up the damage a lot. Basically ruining the whole function of the weapon.
If anyone could help i would greatly appreciate it.
I think it is in the Splitter (Search) Effect.
You have to uncheck Ally and Player boxes in the Search Filters.
Here it is again from tutorial:
Create a new effect named Splitter (Search) with Effect Type: Search Area
Objects in the Data Editor can't share actors. This means you can't have 2 Action Actors run for the same Effect given that they directly conflict. You will need to created separate Action Actors or remove one of them. I'm assuming you have created the Ionic Splitter and simply added the Lancer ACtor on top of it rather than replacing/altering the Ionic Splitter's Action Actor.
To adjust the size, go to the Scale field on the Actors that are creating the clouds/explosions. If you're creating Blizzard's Stock models, you will need to create additional actors in order to adjust the scale.
Your Target Filters are allowing it to select Player. The lack of damage is because the Damage Effect has the right filter, while the search doesn't. So you're shooting yourself, but then realizing "oh that's me" and preventing the damage.
Hi there! I have quite some beams included in my mod. all of them working very well. my only problem is the folowing: when a unit on higher terrain shoots at a unit standing on lower terrain, the beams go directly "through" the terrain and are therefor invisible in those spots. is there an option to ignore the terrain height? I've been looking for hours to find such an option. does anyone have a clue about this issue?
I don't believe this is possible. If it were, the Colossus wouldn't suffer from this problem as well. It would also be nearly impossible to implement correctly because the beam would literally have to bend over the cliff edge in order to not go through it. If they did, the beam would actually NOT be ignoring the terrain height lol.
yeah you are right. the model doesn't. but its visibility ;) so i have to live with it i guess. but thanks for the answer!
I have followed the steps of your tutorial, the lancer worked fine, but by the ion splitter, the voidray beam isnt shown
it says: during model switch to Splitterbeam. WARNING: Model Cache Modellink [Splitterbeam] failed to intialize.
pls help?
I honestly have no idea what that warning means. Never seen it before. I'd recommend going to the actor and making sure you have the right model linked and then going to the linked model and making sure you have the correct .m3 file selected for the model.
I do have ask though, are you using model swap events? It mentions it directly in the error message which leads me to believe you might have used the wrong events.