You can set up a beam in two ways, manually (creating a beam actor, setting up the events, and setting the host launch and host impact attachments up) or via an action actor. If the latter - which is how the void ray attack works - the field you're looking for is Launch Site Ops.
I ran into this bug as well. In some circumstances the Turret Enable actor event is not fired after a unit morph, so the turret is never attached to the model. I made a post about this a few days ago and didn't get any responses and I haven't been able to find a solution, or isolate what exactly causes the problem - because certain unit morphs work OK (for example, warp prisms and siege tanks.)
I'm trying to add percent-based damage reduction, but I just can't seem to figure it out. How did you do it?
Add a behavior, under damage response set the Chance to 1 and then Modify Fraction to whatever you want it to be lowered to, i.e. 0.75 for a 25% reduction.
You probably forgot to assign a turret to the weapon, under the unit's Weapons field. However if you want the entire tower to turn (if the model doesn't have a turret) then you need to check Turnable under flags and set the weapon's arc to 0.
Open up the Models list, in the search box type "fx", open up stuff that looks interesting in the previewer til you find something that looks good. Keep in mind that you can scale and tint models to customize them. There are a few good ones under "unit death" and "building death" as well.
Try ProtossLargeTriggeredExplosion or GhostEMPAttackImpactEffect.
And zifoon I don't think you understand the problem, getting it to loop forever will simply cycle the stand animation which contains the entire flash. Making it play forever will just make it constantly flash on and off, because the animation isn't split into birth/stand/death cycles; the fade in and out is part of "stand" which means it gets looped when you play the animation forever.
I've got some towers that have morph abilites, but after using their morph abilities, their turrets don't work - they don't rotate properly or turn to face the targets. Anyone observed similar behavior and know of a fix?
e: I've traced the problem to the fact that the Turret Enable actor event for a unit does not fire after a morph ability which seems to be a bug.
What's driving me absolutely nuts is the fact that the Spine Crawler works - but absolutely no other turrets do post-morph. And yet the actor events for the spine crawler turret are identical to all the others, I can't find any relevant differences.
Instead of using a persistent effect for the aura, use a behavior. Behaviors can also have periodic effects and are easier to manage. Not sure if that'll solve your problem though because, to be honest, I can't figure out exactly what you're asking.
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@Hegemuffin: Go
Beams aren't projectiles, that's your problem :)
You can set up a beam in two ways, manually (creating a beam actor, setting up the events, and setting the host launch and host impact attachments up) or via an action actor. If the latter - which is how the void ray attack works - the field you're looking for is Launch Site Ops.
Hope that helps.
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@Fullachain: Go
Uncommandable is a unit flag.
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@zifoon: Go
I tried that, didn't work.
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@Zero0018: Go
I ran into this bug as well. In some circumstances the Turret Enable actor event is not fired after a unit morph, so the turret is never attached to the model. I made a post about this a few days ago and didn't get any responses and I haven't been able to find a solution, or isolate what exactly causes the problem - because certain unit morphs work OK (for example, warp prisms and siege tanks.)
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http://rileystarcraft.blogspot.com/2010/06/tutorial-bleeding-effect.html
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Add a behavior, under damage response set the Chance to 1 and then Modify Fraction to whatever you want it to be lowered to, i.e. 0.75 for a 25% reduction.
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Open up each weapon and under Target Filters deselect Ally and Player.
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You probably forgot to assign a turret to the weapon, under the unit's Weapons field. However if you want the entire tower to turn (if the model doesn't have a turret) then you need to check Turnable under flags and set the weapon's arc to 0.
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Open up the Models list, in the search box type "fx", open up stuff that looks interesting in the previewer til you find something that looks good. Keep in mind that you can scale and tint models to customize them. There are a few good ones under "unit death" and "building death" as well.
Try ProtossLargeTriggeredExplosion or GhostEMPAttackImpactEffect.
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@ken247113: Go
Pick Each Unit In (Your Unit Group)
Kill (Picked Unit)
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@Etravex: Go
ActorCreation
SetTintColor 255,0,0 0.00
And zifoon I don't think you understand the problem, getting it to loop forever will simply cycle the stand animation which contains the entire flash. Making it play forever will just make it constantly flash on and off, because the animation isn't split into birth/stand/death cycles; the fade in and out is part of "stand" which means it gets looped when you play the animation forever.
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@Etravex: Go
So you just need to apply more than one effect? Use a Set effect then.
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No, it's not possible, because the hardened shield flash is all in a single animation - there isn't a birth/stand/death cycle for it.
It's certainly possible if you use a different model though.
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I've got some towers that have morph abilites, but after using their morph abilities, their turrets don't work - they don't rotate properly or turn to face the targets. Anyone observed similar behavior and know of a fix?
e: I've traced the problem to the fact that the Turret Enable actor event for a unit does not fire after a morph ability which seems to be a bug.
What's driving me absolutely nuts is the fact that the Spine Crawler works - but absolutely no other turrets do post-morph. And yet the actor events for the spine crawler turret are identical to all the others, I can't find any relevant differences.
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Instead of using a persistent effect for the aura, use a behavior. Behaviors can also have periodic effects and are easier to manage. Not sure if that'll solve your problem though because, to be honest, I can't figure out exactly what you're asking.