I really miss warcraft3's flexible and easy lightnings, special effects and attachements.
I know that they weren't really "flexible", as you couldn't do much stuff with it (for example you needed to use dummy units to have moving effects, ... ). But still I could create and destroy them freely in my script, making visual stuff and eye candy easy to change and add.
How is this possible with the beams now? I mean, I need:
-a model
-a beam actor
-an action actor where I can set the start and impact points
just to theoretically have a working beam.
Yep and then it needs to be launched somehow. But what about if I just wanted to create some random lightning from a building to a location, a lightning fence, a lightning that only jumps to another unit if a certain variable is True?
Can I send an actor message to the beam (or action?) actor which somehow tells it to be created? But how do I add the information "from here to there"?
Actually, I feel torn apart between triggering my abilities completly to not give away flexibility and making them in the data editor to have smooth and nice looking effects.
------------------
The second problem is somehow more specific:
How do I add a model (actor) to another model(actor) -> AddSpecialEffect("someeffect",TheUnitOrBullet,"chest")?
For example making a bullet become a charged bullet or make a rocket start burning or create an pulsive explosion at a unit's chest that moves with the unit?
I really miss warcraft3's flexible and easy lightnings, special effects and attachements.
I know that they weren't really "flexible", as you couldn't do much stuff with it (for example you needed to use dummy units to have moving effects, ... ). But still I could create and destroy them freely in my script, making visual stuff and eye candy easy to change and add.
How is this possible with the beams now? I mean, I need: -a model -a beam actor -an action actor where I can set the start and impact points just to theoretically have a working beam.
Yep and then it needs to be launched somehow. But what about if I just wanted to create some random lightning from a building to a location, a lightning fence, a lightning that only jumps to another unit if a certain variable is True? Can I send an actor message to the beam (or action?) actor which somehow tells it to be created? But how do I add the information "from here to there"?
Actually, I feel torn apart between triggering my abilities completly to not give away flexibility and making them in the data editor to have smooth and nice looking effects.
------------------The second problem is somehow more specific: How do I add a model (actor) to another model(actor) -> AddSpecialEffect("someeffect",TheUnitOrBullet,"chest")? For example making a bullet become a charged bullet or make a rocket start burning or create an pulsive explosion at a unit's chest that moves with the unit?my lightning system is nearly finished so take a look at the assets ;)