I duplicated the Void Ray actor and tried two hours long to fix all the issues. I fixed nearly everything but one issue is still remaining.
When I attack a Unit a second beam appears from the other side, which normally should not appear.
Sometimes it get destroyed when I stop attacking and sometimes it stays there for about 3 - 5 seconds untill it get destroyed.
What I already did:
Changed every Effect in every actor event field to the duplicated Effects
Add the same Events to the "left Marine Actor" like it is in the "Void Ray Actor" (only the one who seem to be important for the Void Ray Attack)
Also Duplicated the Validators and used them everywhere needed (working)
Changed the Host - Site Operations to "Left Weapon" at the XCharges actors
So my question: What causes the second beam Actor?
Here is a screenshot
You one issue can be solved by inserting a timer that when the weapon stops channelling causes it to self destruct.
For your second beam issue try different SOp (Explicit Rotation) SOps? or maybe the SOp (Forward Vector) one used on the void ray Action actor under the impact site ops.
Even with them the second beam is still there. If i remove one of the two top, I get an error. Also I dont find -> SOp (Forward Vector)
Maybe I dont really understand what you mean, im not that used with the Data-Editor.
The SOp (Forward Vector) is an actor type of which the VoidRaySOpForwardLaunch (Unnamed) is one. You will also notice in the Hosting - Host Forward - Effect field of VoidRaySOpForwardLaunch (Unnamed) that it is linked to a specific effect from the voidray weapon for determining the source of the impact visual.
You will need to copy it and replace that value with your own effect used by your thing.
The SOp (Forward Vector) type actor makes the actor face towards another actor or an effect from the same tree. It has several additional uses (look at toss-a-tron experimental project in the projects threads).
Okay now I understand what u mean. I duplicated the VoidRaySOpForwardLaunch (Unnamed) and changed the Effect to the duplicated one. Then I replaced in Target: Impact Site Ops the old VoidRayForwardLaunch (Unnamed) to the new in the action Actor.
Nothing changed.. Even when i started to play around with the Actor: Forward field. Example: X5;Y10;Z-4 same result?!
Also i tried to add this to the Target: Impact Site Ops in the Beam actor.. same result
Just like a normal Void Ray weapon. Everything is working but this second model is annoying. Changing something in the Impact Site Ops has no effect.
It would be enough if i only knew how this second beam gets created. So I would be able to start playing around, but at the moment I have no idea where to search.
Sorry if I interpret your sentece wrong
How hard can it be to just duplicate a Weapon without bugs >.<
Edit: Maybe this information is helpful: The second beam (picture in first post) only appears when the Beam strength is at level 1. If I abort it after it reaches the second stage and attack the target again, it wont appear. The same thing with the last (3.) stage. (It seems to be like that im not really sure)
So something is wrong with the first level of the beam :O
Don't know how to fix this, but I know why, and this information should help you. This is not a duplification problem, because I have tried just giving any unit the original weapon and it still does this. The reason why the second "beam" appears is because it is the part when a void ray opens up and has those little four beams channel from it into a crystal that makes the big beam. Since marine has no things for the little beams to come out of, they become an impact. The solution is not in the impact, rather the part where the beam originates from. Try looking there, although I've never tried fixing this.
Okay I found the solution. As you said, it is the model which is created at the front of the Void Ray because everytime he attacks a "Base" Beam" will be crated there. These are the 3 Actors with the ending: X01 X02 X03
I changed the Model from X01 to the attack beam and suddendly it wasnt only a big and a small beam it were two big beams. So I deleted the Events in this 3 Actors who has a "Create" action. When I saw that there wont come a error i completely deleted the 3 Actors and its working fine now.
So for everyone who gets the problem in the future: Delete the X01;X02;X03
You dont need them If you dont use the Void Ray
Hey all,
I duplicated the Void Ray actor and tried two hours long to fix all the issues. I fixed nearly everything but one issue is still remaining. When I attack a Unit a second beam appears from the other side, which normally should not appear.
Sometimes it get destroyed when I stop attacking and sometimes it stays there for about 3 - 5 seconds untill it get destroyed.
What I already did:
So my question: What causes the second beam Actor? Here is a screenshot
Thanks in advance
SaVi
You one issue can be solved by inserting a timer that when the weapon stops channelling causes it to self destruct.
For your second beam issue try different SOp (Explicit Rotation) SOps? or maybe the SOp (Forward Vector) one used on the void ray Action actor under the impact site ops.
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
First thanks for the answer!
The used SOp's in the Action set are
Even with them the second beam is still there. If i remove one of the two top, I get an error. Also I dont find -> SOp (Forward Vector) Maybe I dont really understand what you mean, im not that used with the Data-Editor.
The SOp (Forward Vector) is an actor type of which the VoidRaySOpForwardLaunch (Unnamed) is one. You will also notice in the Hosting - Host Forward - Effect field of VoidRaySOpForwardLaunch (Unnamed) that it is linked to a specific effect from the voidray weapon for determining the source of the impact visual.
You will need to copy it and replace that value with your own effect used by your thing.
The SOp (Forward Vector) type actor makes the actor face towards another actor or an effect from the same tree. It has several additional uses (look at toss-a-tron experimental project in the projects threads).
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
Okay now I understand what u mean. I duplicated the VoidRaySOpForwardLaunch (Unnamed) and changed the Effect to the duplicated one. Then I replaced in Target: Impact Site Ops the old VoidRayForwardLaunch (Unnamed) to the new in the action Actor.
Nothing changed.. Even when i started to play around with the Actor: Forward field. Example: X5;Y10;Z-4 same result?! Also i tried to add this to the Target: Impact Site Ops in the Beam actor.. same result
Im doing something wrong I think
Here in Screenshots:
So how is your weapon set up?
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
Just like a normal Void Ray weapon. Everything is working but this second model is annoying. Changing something in the Impact Site Ops has no effect. It would be enough if i only knew how this second beam gets created. So I would be able to start playing around, but at the moment I have no idea where to search.
Sorry if I interpret your sentece wrong
How hard can it be to just duplicate a Weapon without bugs >.<
Edit: Maybe this information is helpful: The second beam (picture in first post) only appears when the Beam strength is at level 1. If I abort it after it reaches the second stage and attack the target again, it wont appear. The same thing with the last (3.) stage. (It seems to be like that im not really sure)
So something is wrong with the first level of the beam :O
Don't know how to fix this, but I know why, and this information should help you. This is not a duplification problem, because I have tried just giving any unit the original weapon and it still does this. The reason why the second "beam" appears is because it is the part when a void ray opens up and has those little four beams channel from it into a crystal that makes the big beam. Since marine has no things for the little beams to come out of, they become an impact. The solution is not in the impact, rather the part where the beam originates from. Try looking there, although I've never tried fixing this.
Okay I found the solution. As you said, it is the model which is created at the front of the Void Ray because everytime he attacks a "Base" Beam" will be crated there. These are the 3 Actors with the ending: X01 X02 X03
I changed the Model from X01 to the attack beam and suddendly it wasnt only a big and a small beam it were two big beams. So I deleted the Events in this 3 Actors who has a "Create" action. When I saw that there wont come a error i completely deleted the 3 Actors and its working fine now.
So for everyone who gets the problem in the future: Delete the X01;X02;X03 You dont need them If you dont use the Void Ray
Thanks for the help guys