Hey guys, stuck with some actor stuff again. I have some lighting visual. What i want to do, is to make something like switch effect but for actors. For example, if there is any actor (at least unit actor)in small area then lighting snaps to it(beam endpoint), if there is no actors lighting snaps to it's primary host. Is it possible to make somehow? Lighting beams endpoints are defined by Refset command.
I also want to add that i want find a way to make it with actors not swithc effect, because this abil i made is complete mess, and making additional 10 SiteOps for each of my 10 beams sounds like a bad idea
I'm thinking of CActorSetQueried, Query Region, Area (Circle), Query Response. Do they able to help with this somehow? What is purpose of that actors?
For a start you will need your light facing a Site (Mover) actor using a SOp (Forward Vector). You will then need to do a fusion of aspects of the colossus attack. You will need to use a Query Region like the colossus tree killer but then order the mover site to the target actor like the beam impact site. Difficulty will getting it to return and each light beam going to a different actor, although you could use the StatusSet action for the second one.
Query region is not a SOp. Area circle just picks a random point at a radius to the point like thor barrage explosions.
Query Response is what happens in the Region (Circle) actor uses the Query Region action
Queried is for random attachment point spawning of actors based on a State Monitor actor and is used for the flame effects on buildings when damaged.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hey guys, stuck with some actor stuff again. I have some lighting visual. What i want to do, is to make something like switch effect but for actors. For example, if there is any actor (at least unit actor)in small area then lighting snaps to it(beam endpoint), if there is no actors lighting snaps to it's primary host. Is it possible to make somehow? Lighting beams endpoints are defined by Refset command.
I also want to add that i want find a way to make it with actors not swithc effect, because this abil i made is complete mess, and making additional 10 SiteOps for each of my 10 beams sounds like a bad idea
I'm thinking of CActorSetQueried, Query Region, Area (Circle), Query Response. Do they able to help with this somehow? What is purpose of that actors?
For a start you will need your light facing a Site (Mover) actor using a SOp (Forward Vector). You will then need to do a fusion of aspects of the colossus attack. You will need to use a Query Region like the colossus tree killer but then order the mover site to the target actor like the beam impact site. Difficulty will getting it to return and each light beam going to a different actor, although you could use the StatusSet action for the second one.
Query region is not a SOp. Area circle just picks a random point at a radius to the point like thor barrage explosions.
Query Response is what happens in the Region (Circle) actor uses the Query Region action
Queried is for random attachment point spawning of actors based on a State Monitor actor and is used for the flame effects on buildings when damaged.
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
Thanks for such detailed answer. But seems like i cant find a maximum count cap in a region and query response actors. I'll leave all as it is.
Yeah coordinating stuff with effects/behaviours is probably easier.
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