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    posted a message on Is it Possible: Smooth Beam Animations on Beams that get destroyed periodically?
    Quote from hjfabre >>

    In reply to DrSuperEvil:

     Thanks for the reply once again. And yes, I'm using behaviors and dummy damage effects for the beams. If you search "Pit Alarak Shield Regen Aura" in the normal SC2 Editor - Behaviors section, you will see the one that I'm using. It's the exact same one except that I changed the Modifications of the target behavior (To buff the target units instead of doing nothing). I'll upload the images for you can see!
    Check the names of the image files for more detailed information.
    Photo Attachments PART II (These are the ones related to beams)
    EDIT: Image 1 of 3: Behavior - Psionic Aura (This is the behavior that is applied to target units)
    Posted in: Data
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    posted a message on Is it Possible: Smooth Beam Animations on Beams that get destroyed periodically?

    In reply to DrSuperEvil:

     Thanks for the reply once again. And yes, I'm using behaviors and dummy damage effects for the beams. If you search "Pit Alarak Shield Regen Aura" in the normal SC2 Editor - Behaviors section(Make sure you have the LotV Campaign dependencies!), you will see the one that I'm using. It's the exact same one except that I changed the Modifications of the target behavior (To buff the target units instead of doing nothing). I'll upload the images for you can see!
    Check the names of the image files for more detailed information.
    Posted in: Data
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    posted a message on Is it Possible: Smooth Beam Animations on Beams that get destroyed periodically?
    Quote from hjfabre >>
    Quote from hjfabre >>

    In reply to DrSuperEvil:

     ...! Yes, so I just made the beam create an additional timer when the timer expires - which makes the timer loop. Then I added Validate Unit TERMS in the destruction event - which used a Behavior Count validator. In-game, the beam never got destroyed as long as the caster was nearby - resulting in the screenshot attached to this post.
    But right after that, I added Validate Unit TERM in both the creation and destruction events. When I tested it, I was back to the beginning, where the beam kept flickering. (You can see how I set the events in the second screenshot that I attached)
    After I found out that this didn't work, I tried changing the very last Validate Unit to Validate Creation Effect, but once again, the beam didn't get destroyed just like the very beginning.
    Am I missing something?
     After this, I spent additional hours tweaking this, that, those, and the... Whatever I thought I could use to make this work. However, nothing worked, and this is the result.
    By using the timers, the beams get destroyed when "Another Caster's" timer gets destroyed. So if I can't use "Caster-specific timers," using Timers seems like a 'no-go.' If this didn't use Behaviors but Effects, I could have used the TERM "FromEffectTree." Since this is behavior-based, there seems to be no way to destroy "Caster-specific" beams.

    So if the only way is to create a beam - and destroy it periodically, which makes the beams to flicker....
    Should I give up on this? Or is there another way? Maybe not using behaviors but Create Persistent Effects? (I tried using Create Persistent Effects but they failed since there was no way to make them Channeled, since passive-automatic abilities used behaviors(Aura), and they didn't seem to allow Channeling.
     After this, I tried things such as combining two things - the timers and Create Persistent effects. However, it didn't work as when the timer was off, there was no way to pinpoint "Caster-Specific" timers. When a single timer was removed from the target, all beams targeting it disappeared, taking me back to the beginning.
    Right after that, I tried using Create Persistent Effects only - since it is typically used in normal weapon beams. However, since it didn't have a channeling flag - the beams stacked over one another endlessly until the Create Persistent Effect ended. So I tried adding markers to these Create Persistent effects, and added Validators to Create Persistent effects in order to prevent them from stacking from one another - which also failed. It was as if the markers weren't there from the beginning. I wonder if its impossible to fire "ONE BEAM AT ONE TARGET" without using the channeling flags on the Create Persistent effect.
    Now, I'm officially at a loss - and is perplexed.
    Is this truly impossible....? Or is there a way that escaped my eyes once again?
    Posted in: Data
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    posted a message on Is it Possible: Smooth Beam Animations on Beams that get destroyed periodically?
    Quote from hjfabre >>

    In reply to DrSuperEvil:

     ...! Yes, so I just made the beam create an additional timer when the timer expires - which makes the timer loop. Then I added Validate Unit TERMS in the destruction event - which used a Behavior Count validator. In-game, the beam never got destroyed as long as the caster was nearby - resulting in the screenshot attached to this post.
    But right after that, I added Validate Unit TERM in both the creation and destruction events. When I tested it, I was back to the beginning, where the beam kept flickering. (You can see how I set the events in the second screenshot that I attached)
    After I found out that this didn't work, I tried changing the very last Validate Unit to Validate Creation Effect, but once again, the beam didn't get destroyed just like the very beginning.
    Am I missing something?
     After this, I spent additional hours tweaking this, that, those, and the... Whatever I thought I could use to make this work. However, nothing worked, and this is the result.
    By using the timers, the beams get destroyed when "Another Caster's" timer gets destroyed. So if I can't use "Caster-specific timers," using Timers seems like a 'no-go.' If this didn't use Behaviors but Effects, I could have used the TERM "FromEffectTree." Since this is behavior-based, there seems to be no way to destroy "Caster-specific" beams.

    So if the only way is to create a beam - and destroy it periodically, which makes the beams to flicker....
    Should I give up on this? Or is there another way? Maybe not using behaviors but Create Persistent Effects? (I tried using Create Persistent Effects but they failed since there was no way to make them Channeled, since passive-automatic abilities used behaviors(Aura), and they didn't seem to allow Channeling.
    Posted in: Data
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    posted a message on Is it Possible: Smooth Beam Animations on Beams that get destroyed periodically?

    In reply to DrSuperEvil:

     ...! Yes, so I just made the beam create an additional timer when the timer expires - which makes the timer loop. Then I added Validate Unit TERMS in the destruction event - which used a Behavior Count validator. In-game, the beam never got destroyed as long as the caster was nearby - resulting in the screenshot attached to this post.
    But right after that, I added Validate Unit TERM in both the creation and destruction events. When I tested it, I was back to the beginning, where the beam kept flickering. (You can see how I set the events in the second screenshot that I attached)
    After I found out that this didn't work, I tried changing the very last Validate Unit to Validate Creation Effect, but once again, the beam didn't get destroyed just like the very beginning.
    Am I missing something?
    Posted in: Data
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    posted a message on Is it Possible: Remove Model Lightning?

    In reply to DrSuperEvil:

     Looks like there are indeed things impossible(Or very difficult) to do with the Starcraft II Editor. But once again, thanks for the answer!
    Posted in: Data
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    posted a message on Is it Possible: Smooth Beam Animations on Beams that get destroyed periodically?

    Hello again, community of SC2Mapster!

     

    This time I want to know if its possible to make beams more "Smooth" when using the way from:

    https://www.sc2mapster.com/forums/development/data/228344-solved-is-it-possible-single-unit-firing-beams-at

    Which makes beams self-destruct themselves after a timer. This way, the beams work when targeting multiple targets. But... They all become kind of... "Not Smooth." You can see this from the video that I made:

    As you can see in the video, a beam that gets destroyed after a timer is not smooth - especially when targeting non-stationary targets. It flickers. If it stays like this, the beam will look bad. So is there a way to fix this problem and make the beams more "Smooth?"

    Posted in: Data
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    posted a message on Is it Possible: Remove Model Lightning?

    Hello SC2Mapster! This time I wanted to know if it was possible to remove all lightning from a model (such as a beam model). This is because I am having problems with models that have its own lightning. It messes things up from time to time, just like what you can see in the attached screenshots.

     

    So is it possible to remove lightning from models?

    Posted in: Data
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    posted a message on [SOLVED] Is it Possible: Single unit firing beams at multiple targets automatically?

    In reply to DrSuperEvil:

     Yes it's solved:)
    Posted in: Data
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    posted a message on Is it Possible: Behavior that is Visible to Certain Players?

    In reply to DrSuperEvil:

     Hmm.... Ok. I guess it's impossible to create player-specific behaviors without any actors. Once again, thanks for the reply!
    Posted in: Data
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    posted a message on Is it Possible: Behavior that is Visible to Certain Players?

    Hello again, SC2Mapster! I'm here to ask a question once more. This time, I was wondering if it was possible to make a behavior that is visible to certain players only?

    For example, let's say there's a Zealot with the behavior called "YOU CAN SEE ME" in the screen.
    Player 1 sees the behavior called: YOU CAN SEE ME
    Player 2 doesn't see the behavior at all.

    Is this possible?

    Posted in: Data
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    posted a message on [SOLVED] Is it Possible: Single unit firing beams at multiple targets automatically?

    In reply to DrSuperEvil:

     Oh wait nevermind. I solved the problem by removing the TERMS of the beam actors! XD Thanks for all the help though!
    Posted in: Data
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    posted a message on [SOLVED] Is it Possible: Single unit firing beams at multiple targets automatically?

    In reply to DrSuperEvil:

     Thanks again for the reply! You are just like my guardian angel when it comes to Starcraft 2 Map making!!XD That really did the magic on the beams, as it no longer follows the old caster unit when the caster leaves the buffing zone. Thanks! However, there seems to be another problem:
    When there is more than a single caster unit in the area, the beam goes haywire - and randomly picks one of the two casters. Is it possible to make both casters to use beams normally on the targets?
    Posted in: Data
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    posted a message on [SOLVED] Is it Possible: Single unit firing beams at multiple targets automatically?

    So I had this unit called "Protoss Sentry" that used the unit "Alarak Pit Fight" behavior to buff nearby structures using beams. And it worked perfectly... Until I found a bug. Since the beams get removed when the buff is removed, When one of two "Protoss Sentries" giving buff to a single structure leaves the buffing range, the beam doesn't get removed and instead keeps following the old caster "Protoss Sentry." Just like the screenshot attached in this thread.

    Is there a way to fix this? I want Caster-Specific lasers, and all the things that I tried to fix didn't work (using actors and effects)

     

    To find the exact same buffing ability (though the Sentry's buff is kind of modified) as this Protoss Sentry, see "Pit Fight Alarak" in the normal Starcraft II Editor.

     

    Thanks in advance,

     

    [email protected]

    Posted in: Data
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    posted a message on Is it Possible: Moving Laser Beam?

    In reply to DrSuperEvil:

     Hmm.... Thanks for the all the help. I will try to make the weapon apply the buff faster than the expiration speed.
    Posted in: Data
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