at 20 seconds in he gets the beam weapon (that im trying to reproduce)
Heres where im at on reproduction
audio was really quite on this one
Trying to recreate a type of weapon that acts like the beam power ups in these kinda games
Any ideas?
My current idea is to generate the path of the beam with a trigger.... spawn a bunch of dummy units and chain beams from these dummy units to eachother.... since the beam is mainly just does dmg to the end point
Right now I dont know how that would be possible, but you may be able to do it when HoTS comes out due to the new engine that allows for Snakelike movements.
That's crazy! Simple solution: Make a search to find a target then fire a beam, make a new search to fire a beam to the next target. Repeat the process as many times as you want lol.
Harder solution: Define the end target and work your way through searches and in the final target link the beam to the caster. I think this way the beam will behave more like the one you want.
@SouLCarveRR: Go Well, I'm a data guy so I don't know how you would go about doing it with triggers. The data result would be just what you want, the beam itself wouldn't look perfect using original beam models, but maybe custom-made tentacle-like models would make it look really great.
The beam seems to bend in an exaggeration of the current turning velocity and has a large arc when homing in on targets. Only Way i can think of is a pantograph skeleton that uses the SOp forward vector method to expand and control the turning of the visual towards an offset of a periodic effect before going in for the kill with a second effect and pantograph. You then have a series of beams linking between the joints. Repeat adnauseum for the number of bounces.
Found this thread with Kueken531's custom script very handy.
This is turning out to be a complete trigger based solution.... except for the part where I'm using dummy units to track the joints of the beam.
I may try to use persistent effects with offsets of the source unit based on the facing angle of the unit.... but the custom script from kuekens531's sample doesn't use effects to host the beams.
This custom script Kueken531 provided makes beams look simple
It also does not bend based on direction turned either.
hmmm? you mean bending to the right or left depending on the motion of the unit?......
I have kinda added that in the newest version ...... when I move the joints of the beam I am doing a move instantly, I added a .2 second blend to this and it kinda has that look. Also when I adjust the rotation of joints I added a blend here as well so that you do see it move around a bit.
That kinda stuff is more of a fine tuning I will work on after the basics of the weapon are further along
Actually your right... I need it to really bend left or right when my unit is turning...... hmm
Current Version of Beam
at 20 seconds in he gets the beam weapon (that im trying to reproduce)
Heres where im at on reproduction
audio was really quite on this one
Trying to recreate a type of weapon that acts like the beam power ups in these kinda games
Any ideas?
My current idea is to generate the path of the beam with a trigger.... spawn a bunch of dummy units and chain beams from these dummy units to eachother.... since the beam is mainly just does dmg to the end point
I am terrible with beams though.
@SouLCarveRR: Go
Right now I dont know how that would be possible, but you may be able to do it when HoTS comes out due to the new engine that allows for Snakelike movements.
That's crazy! Simple solution: Make a search to find a target then fire a beam, make a new search to fire a beam to the next target. Repeat the process as many times as you want lol.
Harder solution: Define the end target and work your way through searches and in the final target link the beam to the caster. I think this way the beam will behave more like the one you want.
@SoulFilcher: Go
Well from the sounds of it a trigger soloution would be better.....
How do you guys suggest I go about making a dynamic beam actor.... that I can set with a trigger to go from one point to another.
@SouLCarveRR: Go Well, I'm a data guy so I don't know how you would go about doing it with triggers. The data result would be just what you want, the beam itself wouldn't look perfect using original beam models, but maybe custom-made tentacle-like models would make it look really great.
Xeno Fighers eh? This is the development thread for it so you can just ask them there about the best algorithm http://shmups.system11.org/viewtopic.php?f=9&t=23513&start=1290 Personally I would then go for a trigger solution.
The beam seems to bend in an exaggeration of the current turning velocity and has a large arc when homing in on targets. Only Way i can think of is a pantograph skeleton that uses the SOp forward vector method to expand and control the turning of the visual towards an offset of a periodic effect before going in for the kill with a second effect and pantograph. You then have a series of beams linking between the joints. Repeat adnauseum for the number of bounces.
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
Heres where I'm currently at on this
audio was really quite on this one
Found this thread with Kueken531's custom script very handy.
This is turning out to be a complete trigger based solution.... except for the part where I'm using dummy units to track the joints of the beam.
I may try to use persistent effects with offsets of the source unit based on the facing angle of the unit.... but the custom script from kuekens531's sample doesn't use effects to host the beams.
This custom script Kueken531 provided makes beams look simple
http://www.sc2mapster.com/forums/development/data/33401-solved-trigger-controlled-beam-actor/
It also does not bend based on direction turned either.
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
hmmm? you mean bending to the right or left depending on the motion of the unit?......
I have kinda added that in the newest version ...... when I move the joints of the beam I am doing a move instantly, I added a .2 second blend to this and it kinda has that look. Also when I adjust the rotation of joints I added a blend here as well so that you do see it move around a bit.
That kinda stuff is more of a fine tuning I will work on after the basics of the weapon are further along
Actually your right... I need it to really bend left or right when my unit is turning...... hmm
Current Version of Beam