OK, i tried to get a continuous beam working using VR art, but either it seemed to be playing all of the effects in the .m3 file at once (and wouldn't kill the beam effects once it stopped targeting a unit) or no effect would show at all. Can someone make just a beam weapon with no fancy abilities or effects using the Void Ray's beam model? Or failing that, can you point me to a tutorial on making continuous beams?
How should the weapon work? Are you trying to copy the charging effect or do you just want a beam that looks like the VR's?
For the latter just copy the Sentry's weapon and change the model, but add AnimPlay [Attack] [Variant number] [PlayForever] to get the actor play a specific "charge stage" of the beam. Open the beam model in the previewer to find out which variant number corresponds to which charge level.
The Sentry has only a Persistent Effect, a Damage Effect, an Attack Actor and a Beam Actor. Just make sure you reference the new beam actor as the attack actor's beam.
If you want to copy the entire charging setup do exactly that. (copy the VR weapon files)
Nope, those don't help :( The first doesn't cover continuous beams, and the second didn't really help either...
You need to combine both, the reason its no going away is you dont fully understand beams, thus you need to know the first tutorial first, the second tells you how to wait for the unit to be dead before the beam stops, both will help you just need to learn how to use the information thats out there to help you.
Rollback Post to RevisionRollBack
Random Information
Tutorials - Map Development - Galaxy wiki
|Issues? PM me|
What i have now is a Create Persistent effect that periodically applies a damage effect, like the Sentry. That part works fine. The issue I'm having is getting the beam to display. My beam actor (attached to a copy of the VR beam model) has the following events:
and my attack actor has the following events:
- Effect.VoidDisintegratorCreatePersistent.Start
/ Create
- Effect.VoidDisintegratorDamage.Start
> FromEffectTreeDescendant
/ ActionDamage
- Effect.VoidDisintegratorCreatePersistent.Stop
/ Destroy
but there's no effect created when my weapon attacks. Since there's no handy actor debugger like there is triggers, i have no clue what's wrong with my setup...
Edit: OK, i'm officially an idiot. I wasn't actually using the Create Persistent effect on the weapon :P
However, the weapon isn't actually dealing damage anymore. As far as I can tell, I've got the Create Persistent effect set up as needed, and the Damage effect i know works (from before when it was damageing but not displaying the effect), but...
Edit2: aaand again, my mistake. I had it applying the effect at target location not unit.
OK, i tried to get a continuous beam working using VR art, but either it seemed to be playing all of the effects in the .m3 file at once (and wouldn't kill the beam effects once it stopped targeting a unit) or no effect would show at all. Can someone make just a beam weapon with no fancy abilities or effects using the Void Ray's beam model? Or failing that, can you point me to a tutorial on making continuous beams?
This may get you in the right direction link <- that is for the basics of beams.
o this may be of help
Creating a permenent beam
Nope, those don't help :( The first doesn't cover continuous beams, and the second didn't really help either...
How should the weapon work? Are you trying to copy the charging effect or do you just want a beam that looks like the VR's?
For the latter just copy the Sentry's weapon and change the model, but add AnimPlay [Attack] [Variant number] [PlayForever] to get the actor play a specific "charge stage" of the beam. Open the beam model in the previewer to find out which variant number corresponds to which charge level.
The Sentry has only a Persistent Effect, a Damage Effect, an Attack Actor and a Beam Actor. Just make sure you reference the new beam actor as the attack actor's beam.
If you want to copy the entire charging setup do exactly that. (copy the VR weapon files)
You need to combine both, the reason its no going away is you dont fully understand beams, thus you need to know the first tutorial first, the second tells you how to wait for the unit to be dead before the beam stops, both will help you just need to learn how to use the information thats out there to help you.
What i have now is a Create Persistent effect that periodically applies a damage effect, like the Sentry. That part works fine. The issue I'm having is getting the beam to display. My beam actor (attached to a copy of the VR beam model) has the following events:
- ActorCreation
/ AnimPlay Attack Attack04 PlayForever
- Effect.VoidDisintegratorCreatePersistent.Stop
> At Effect
/ AnimClear Attack
- ActorOrphan
/ AnimClear Attack
- AnimDone
> AnimName Attack
/ Destroy
and my attack actor has the following events:
- Effect.VoidDisintegratorCreatePersistent.Start
/ Create
- Effect.VoidDisintegratorDamage.Start
> FromEffectTreeDescendant
/ ActionDamage
- Effect.VoidDisintegratorCreatePersistent.Stop
/ Destroy
but there's no effect created when my weapon attacks. Since there's no handy actor debugger like there is triggers, i have no clue what's wrong with my setup...
Edit: OK, i'm officially an idiot. I wasn't actually using the Create Persistent effect on the weapon :P
However, the weapon isn't actually dealing damage anymore. As far as I can tell, I've got the Create Persistent effect set up as needed, and the Damage effect i know works (from before when it was damageing but not displaying the effect), but...
Edit2: aaand again, my mistake. I had it applying the effect at target location not unit.