I'm using a quad actor to display a proper line skillshot cursor splat, however the line it displays changes depending on where the cursor is. When it's closer to the caster it becomes shorter. If you move it far away it wont get longer than the abilities range (which is good). But I want it to always have the maximum range.
So for example if you have your cursor right next to your caster I want the quad actor to go through the cursor until it reaches its maximum range.
Okay I randomly stumbled across the solution. There are different quad actors that get called in the events. Scaled is the one that does what I described above. If I take the normal one it doesn't do that.
Now the question that remains is - why does the scaled quad actor take a certain distance from the cursor? Why isn't it attached to it directly? I have another ability for which the scaled one would be great if it would work properly.
I've found the answer. The quad you have to use if you want a linear skillshot ability (like Raynor's Penetrating Round) is the "Guide Visual Quad Down". It will be attached to the origin point of the unit (Raynor in this case) and will go to the end of the range you put. It will also mark units like if it were a cursor model, so you know the affected units. I esu the ZergGuideVisualQuadRed models for it so it has colour.
I already found that out as I said in the 2nd post.
My current problem is that the scaled quad actor is too short. I have two abilities - one that requires the non-scaled one the "Visual Quad Down" and another ability that doesn't travel a set distance every time, but goes where your cursor goes. For that I use a Visual Quad Down Scaled actor. It does what it should more or less, the problem is that the tip of that quad ends 2-4 range from my cursor and not inside of my cursor. I messed around with various settings already, but nothing helped.
Since cursors are hidden in screenshots I marked it with photoshop.
Note that the distance from quad to cursor stays the same no matter where you move it. It's not 50% of the distance or anything. It's a constant distance.
Just forgot to add that this shit (region guides) seems bugged, it has UseEffectRange flag but it doesn't change the fact that region got detached from the caster if the actual range of the ability is less than 500. However the ability has 2 data fields EffectRange and Range itself, so i assume this RegionGuide actors suppose to use first one for proper visualisation (so quads won't be stretched/follow cursor position and instead just rotate to it as needed)
I'm not sure how I managed to confuse you guys so much.
I'ma try to explain it again.
I have TWO abilities.
Ability #1 needs a quad actor that works like the creep tower that just rotates with the mouse and doesn't change size. I got that working 3 days ago.
Ability #2 actually needs a SCALED quad actor that changes its size based on the cursor. It does this already, but poorly. Like I showed in the screenshot the quad actor ends a certain distance from the cursor, but I want the tip of the quad to be inside the cursor.
It's arrow shaped, AKA all three models are there. I tried changing the size of the arrow head and base, but it didn't change the fact that the tip is always the same range away from the cursor.
If you had said Actor Events or a set scale action I would have known what you mean. Quad actors have quite a wide range of useful data fields so I wasn't thinking of Events.
P.S.: It works somewhat, but it's still sloppy. Either at closer range or further range the quad goes through the cursor or has again distance to it.
Between the Scale, Height, and Quad field (min/max X and Y) you should be able to achieve what you're looking for.
Lowering the height of each segment (launch, impact, center) should increase the 'resolution' of the quad, allowing it to appear at shorter minimum ranges.
I'm using a quad actor to display a proper line skillshot cursor splat, however the line it displays changes depending on where the cursor is. When it's closer to the caster it becomes shorter. If you move it far away it wont get longer than the abilities range (which is good). But I want it to always have the maximum range.
So for example if you have your cursor right next to your caster I want the quad actor to go through the cursor until it reaches its maximum range.
Okay I randomly stumbled across the solution. There are different quad actors that get called in the events. Scaled is the one that does what I described above. If I take the normal one it doesn't do that.
Now the question that remains is - why does the scaled quad actor take a certain distance from the cursor? Why isn't it attached to it directly? I have another ability for which the scaled one would be great if it would work properly.
@Scythe1250: Go
I believed this can be customized in the quad actor data.
@PirateArcade | I make games | Ask me things on Discord
And where? I went through all the options already. The quad actor always has about 3 units distance to my cursor, but I have no idea why.
I've found the answer. The quad you have to use if you want a linear skillshot ability (like Raynor's Penetrating Round) is the "Guide Visual Quad Down". It will be attached to the origin point of the unit (Raynor in this case) and will go to the end of the range you put. It will also mark units like if it were a cursor model, so you know the affected units.
I esu the ZergGuideVisualQuadRed models for it so it has colour.
I already found that out as I said in the 2nd post.
My current problem is that the scaled quad actor is too short. I have two abilities - one that requires the non-scaled one the "Visual Quad Down" and another ability that doesn't travel a set distance every time, but goes where your cursor goes. For that I use a Visual Quad Down Scaled actor. It does what it should more or less, the problem is that the tip of that quad ends 2-4 range from my cursor and not inside of my cursor. I messed around with various settings already, but nothing helped.
Since cursors are hidden in screenshots I marked it with photoshop.
Note that the distance from quad to cursor stays the same no matter where you move it. It's not 50% of the distance or anything. It's a constant distance.
You can look in Creep Tower skill from campaign it pretty much works as needed
Just forgot to add that this shit (region guides) seems bugged, it has UseEffectRange flag but it doesn't change the fact that region got detached from the caster if the actual range of the ability is less than 500. However the ability has 2 data fields EffectRange and Range itself, so i assume this RegionGuide actors suppose to use first one for proper visualisation (so quads won't be stretched/follow cursor position and instead just rotate to it as needed)
Eeeeehhhem.
I'm not sure how I managed to confuse you guys so much.
I'ma try to explain it again.
I have TWO abilities.
Ability #1 needs a quad actor that works like the creep tower that just rotates with the mouse and doesn't change size. I got that working 3 days ago.
Ability #2 actually needs a SCALED quad actor that changes its size based on the cursor. It does this already, but poorly. Like I showed in the screenshot the quad actor ends a certain distance from the cursor, but I want the tip of the quad to be inside the cursor.
Quad actor consists of 3 parts (start mid end), check if you defined models for each. No other clues what might cause an issue..
It's arrow shaped, AKA all three models are there. I tried changing the size of the arrow head and base, but it didn't change the fact that the tip is always the same range away from the cursor.
@Scythe1250: Go
As I said earlier, what you're trying to accomplish is easily done by configuring the quad actor data.
Examples:
@PirateArcade | I make games | Ask me things on Discord
Ah that's what you mean.
If you had said Actor Events or a set scale action I would have known what you mean. Quad actors have quite a wide range of useful data fields so I wasn't thinking of Events.
P.S.: It works somewhat, but it's still sloppy. Either at closer range or further range the quad goes through the cursor or has again distance to it.
@Scythe1250: Go
Between the Scale, Height, and Quad field (min/max X and Y) you should be able to achieve what you're looking for.
Lowering the height of each segment (launch, impact, center) should increase the 'resolution' of the quad, allowing it to appear at shorter minimum ranges.
@PirateArcade | I make games | Ask me things on Discord