@Demolion:
Could you please look at my map to see what I did wrong? The end result I want is to create the beam and have the ability to get access to the actor so I can destroy it and change it's color.
Edit:
I just realized that if I used this method I still can't get access to the actor.....
@s3rius:
No Errors but no visibility
Edit:
So far this is what I have
ActorRefSet(null, "::global.Launch", libNtve_gf_MainActorofUnit(EventUnit()));
ActorRefSet(null, "::global.Impact", libNtve_gf_MainActorofUnit(EventUnitTargetUnit()));
ActorCreate(null, "Beam", "ColossusAttackBeam", "::global.Launch", "::global.Impact");
ActorSend(libNtve_gf_ActorLastCreated(), libNtve_gf_SetVisibility(true));
It compiles and does not create errors in game but I get no beam (this is in a TriggerAddEventUnitAbility trigger)
This works without errors
ActorCreate(null, "Beam", "ColossusAttackBeam", "::global.Launch", "::global.Impact");
Which looks as if it creates a Colossus Attack Beam actor and works without error but I don't know where to go from here
This works without errors
ActorCreate(null, "Beam", "ColossusAttackBeam", "::global.Launch", "::global.Impact");
Which looks as if it creates a Colossus Attack Beam actor and works without error but I don't know where to go from here
You could try having a trigger when a unit gets near the bunker becomes that player's and you may be able to pair that with stacking bunkers although IDK how that would work
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@Liquos: Go
The problem probably was that you were using unit 0 which causes errors in come commands
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@IceWendigo: Go
You could try having a trigger when a unit gets near the bunker becomes that player's and you may be able to pair that with stacking bunkers although IDK how that would work