Currently, I'm attempting to implement an ability that is a straight line of..let's say fire. I've got a majority of it already implemented aside from the DoT affect doing the periodic damage in a horizontal line. I'm assuming that a horizontal line would be a 180 arc, and I've tried making a smaller radius so I catch anything behind. However, I can't get minions that are further down the line. I've tried periodic effects extending down the X axis, but that didn't work out for(may be doing something wrong). Wanted the line to persist for 10 seconds or and any enemy that passes through would get this dot thrown on them.
-Anyone have some ideas on this?
Anyways, the next part of my issue lies with the actor I'm attempting to use. I'd like it for it to center in the direction of my character when placed and be accurate in the representation of the wall in terms of where the damage will occur etc.
-Anyone have an idea on how I can achieve both of these?
Note* 'I've attempted to use a site operation(explicit rotation) as a solution to the facing the model towards the center of my character model im using, but that doesn't seem to work(added the model creation actor to events, and adjust the actor foward to (0,1,0) and up to (0,0,1). Could be doing this part all wrong too
I guess I was on the right track,then with having multiple offsets just along the X axis(1,0,0, 2,0,0, etc). Do I not need to adjust the arc, I'm guessing 180 would only catch from one direction so maybe 360 is better.
Any idea about the other two questions? Adjusting the model I can only extend the scale positive, so if my line is going to have (-) and (+) cords I'm not sure how to adjust it to actual represent where the damage is.
And I've messed around with the siteoprotation some more and still no luck
Just a reminder -ve Y is forwards. Have many small 360 degree searches and more periods. You can always have a second persistent effect if 32 is not enough. Make sure your period frequency is high enough that they cannot scamper though between periods.
Check the SOps used on the lurker spikes. Also the SOp (Forward Vector) can be used to get stuff to face your unit.
Think I got the searches down got about 8 or so in a set ranging from a radius of .1 to .5. I was wondering how I would go about having the wall persist for a duration? As in once this ability I don't want it to just dissipate but rather stick for a set time and continue its periodic effect until the time has expired. Currently, I have my duration set to 0 since I want the offsets to all occur at once mimicking a wall, but the wall disappears shortly.
Edit* Fixed this by adding a persistent that runs the persistent s running the search
What's the best way to go about getting the actor models to accurately reflect the length of the wall? Would it be multiple Site Op(Local Offsets) that are the coords of my periodic offsets?
Hey All-
Currently, I'm attempting to implement an ability that is a straight line of..let's say fire. I've got a majority of it already implemented aside from the DoT affect doing the periodic damage in a horizontal line. I'm assuming that a horizontal line would be a 180 arc, and I've tried making a smaller radius so I catch anything behind. However, I can't get minions that are further down the line. I've tried periodic effects extending down the X axis, but that didn't work out for(may be doing something wrong). Wanted the line to persist for 10 seconds or and any enemy that passes through would get this dot thrown on them.
-Anyone have some ideas on this?
Anyways, the next part of my issue lies with the actor I'm attempting to use. I'd like it for it to center in the direction of my character when placed and be accurate in the representation of the wall in terms of where the damage will occur etc.
-Anyone have an idea on how I can achieve both of these?
@asciame1: Go
The use of persistent effects is what your looking for (ie raynor snipe is an example_/.
@hobbidude: Go
I guess I was on the right track,then with having multiple offsets just along the X axis(1,0,0, 2,0,0, etc). Do I not need to adjust the arc, I'm guessing 180 would only catch from one direction so maybe 360 is better.
Any idea about the other two questions? Adjusting the model I can only extend the scale positive, so if my line is going to have (-) and (+) cords I'm not sure how to adjust it to actual represent where the damage is.
And I've messed around with the siteoprotation some more and still no luck
Just a reminder -ve Y is forwards. Have many small 360 degree searches and more periods. You can always have a second persistent effect if 32 is not enough. Make sure your period frequency is high enough that they cannot scamper though between periods.
Check the SOps used on the lurker spikes. Also the SOp (Forward Vector) can be used to get stuff to face your unit.
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
@DrSuperEvil: Go
Think I got the searches down got about 8 or so in a set ranging from a radius of .1 to .5. I was wondering how I would go about having the wall persist for a duration? As in once this ability I don't want it to just dissipate but rather stick for a set time and continue its periodic effect until the time has expired. Currently, I have my duration set to 0 since I want the offsets to all occur at once mimicking a wall, but the wall disappears shortly.
What's the best way to go about getting the actor models to accurately reflect the length of the wall? Would it be multiple Site Op(Local Offsets) that are the coords of my periodic offsets?