So, I'm having trouble trying to figure out the properties to make this actors connect properly. The problem is the custom medic beam I've created is shooting out of the person being healed, instead of the caster to the target. I've found out that this is because I've forgot that the Actor Model was just th e + animation on the target being healed, which is why the beam is shooting out the person being healed.
Other details which might not be as relevant is the custom medic beam I'm making is not an ability, but just an actor model applied to a weapon, which also applies a buff. All that effect buff and such works fine.
Anyhow, so I've tried to use the Medic's Actors as a template to follow.
So I've got the following Actors; (ignoring the sound effects for now)
/// For the target being healed ///
Medic Heal Model (type - Model)
/// For the Beam Model ///
Medic Heal Beam (type - Beam simple)
Medic Heal Impact Site (type - Site / based on SiteCenter)
Medic Heal Launch Site (type - Site / based on SiteWeapon)
Now the Events for the Heal Model actor has events that calls and signals the Beam actors. So either the problem lies in Events that is calling those actors or the Art model for the Beam. The one thing I'm not sure about is the references it is making in the events. Is it alright if I use the same names (besides the HealModel custom name) references in the event?
This topic has a few pieces of information on beams, especially the xml thing which is an Editor screw-up. Check it to eliminate stuff like that.
I also came up with an easier way of attaching beams to regular weapons, see here. You can set the launch/impact points with this method, it's the SOpAttach... lines in the Beam Actor. Search for "modified" to quickly track my custom files.
So, I'm having trouble trying to figure out the properties to make this actors connect properly. The problem is the custom medic beam I've created is shooting out of the person being healed, instead of the caster to the target. I've found out that this is because I've forgot that the Actor Model was just th e + animation on the target being healed, which is why the beam is shooting out the person being healed.
Other details which might not be as relevant is the custom medic beam I'm making is not an ability, but just an actor model applied to a weapon, which also applies a buff. All that effect buff and such works fine.
Anyhow, so I've tried to use the Medic's Actors as a template to follow.
So I've got the following Actors; (ignoring the sound effects for now)
/// For the target being healed ///
Medic Heal Model (type - Model)
/// For the Beam Model ///
Medic Heal Beam (type - Beam simple)
Medic Heal Impact Site (type - Site / based on SiteCenter)
Medic Heal Launch Site (type - Site / based on SiteWeapon)
Now the Events for the Heal Model actor has events that calls and signals the Beam actors. So either the problem lies in Events that is calling those actors or the Art model for the Beam. The one thing I'm not sure about is the references it is making in the events. Is it alright if I use the same names (besides the HealModel custom name) references in the event?
Is the Medic Heal Launch Site scope set to caster unit and the Medic Heal Impact Site scope set to target?
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
This topic has a few pieces of information on beams, especially the xml thing which is an Editor screw-up. Check it to eliminate stuff like that.
I also came up with an easier way of attaching beams to regular weapons, see here. You can set the launch/impact points with this method, it's the SOpAttach... lines in the Beam Actor. Search for "modified" to quickly track my custom files.
Hope this helps
Thanks for the replies, going to come back to work on this part later. Trying to get as much work done as possible first.