I've finally succeded in creating something similar to what I want but I'm have a little trouble ironing out 1 last detail (1 atm at least). What I've done is used a tutorial I found here to create a basic beam weapon, with a persistent and search effect, then when the search is called I linked that to the initial persist of the void ray - prismatic beam, and changed it so that it doesn't charge anymore but stays on the first stage and keeps that damage and so forth. Then I modified the search in the, search - area + so that the weapon targets a maximum of 5 units at a time. Then went and added a tint to change the beam to a red color. In the end I wind up with a new turret that fires a beam at up to 5 different targets at a time. However the problem I'm having is that it seems the weapon only really cares about 1 target. Say I have 10 targets, a through j. If all 10 come into range at the same time the beam will fire and hit targets a, b, c, d, and e dealing damage to each respectivly. However whenever 1 of them dies the weapon appears to reset. It stops attacking all targets, reaquires new ones and proceeds to fire on maybe b, d, f, h, j. What I would like it to do is for the beams to stay on their target till the target that beam is attacking is dead then the beams individually move on to a different target. Anyone able to help me figure this out?
P.S. I'm not well versed in all or many aspects of this editor so the more details in your explination the greater my appreciation. Thank you!
I actually think this an effect issue. You just need to make it so that each beam is a different weapon, which should take care of the problem. That is actually easier than the alternative, which is having a whole branch of effects for each beam. Just create 5 different weapons. Then you could actually open up some options, so if a player wants to upgrade lets say beam 1, they can. That would be pretty cool actually.
@supertaco
I've tried going your route before but I've never been able to get multiple weapons to fire simultaneously. Well not properly and consistently at least. How would I go about doing that?
Edit: Ok I've actually succeded in being able to fire two different weapons simultaneously atm, by setting up an effect set to be run by the search. However I still need help tweaking it, I can't figure out how to make the different weapons not fire on the same target.
Apply a dummy behavior to a unit when a beam is FIRED. (Not when the damage is done). Have the behaviors period be whatever the duration of each periodic is (assuming it is a persistent beam, which it sounds like it is). Then have the effect of the weapon be a set, which does damage and applies the behavior. Then make a validator that checks to see if the target has the dummy behavior, and apply that the to search effect's vailidators. That way the beam will only target units without the behavior, AKA units not being attacked.
As for allowing the beams to fire at different targets, uncheck the "fire at target" flag or something that, while keeping the "only fire while attacking" flag checked. That way the beams will only fire when the unit is ordered to attack, but can target other units. You can also make a search priority filter, where the beams target the units with the most health first or something like that.
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I've finally succeded in creating something similar to what I want but I'm have a little trouble ironing out 1 last detail (1 atm at least). What I've done is used a tutorial I found here to create a basic beam weapon, with a persistent and search effect, then when the search is called I linked that to the initial persist of the void ray - prismatic beam, and changed it so that it doesn't charge anymore but stays on the first stage and keeps that damage and so forth. Then I modified the search in the, search - area + so that the weapon targets a maximum of 5 units at a time. Then went and added a tint to change the beam to a red color. In the end I wind up with a new turret that fires a beam at up to 5 different targets at a time. However the problem I'm having is that it seems the weapon only really cares about 1 target. Say I have 10 targets, a through j. If all 10 come into range at the same time the beam will fire and hit targets a, b, c, d, and e dealing damage to each respectivly. However whenever 1 of them dies the weapon appears to reset. It stops attacking all targets, reaquires new ones and proceeds to fire on maybe b, d, f, h, j. What I would like it to do is for the beams to stay on their target till the target that beam is attacking is dead then the beams individually move on to a different target. Anyone able to help me figure this out? P.S. I'm not well versed in all or many aspects of this editor so the more details in your explination the greater my appreciation. Thank you!
Sounds like your need to alter the events in your action actor or adjust the actor sharing.
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
I actually think this an effect issue. You just need to make it so that each beam is a different weapon, which should take care of the problem. That is actually easier than the alternative, which is having a whole branch of effects for each beam. Just create 5 different weapons. Then you could actually open up some options, so if a player wants to upgrade lets say beam 1, they can. That would be pretty cool actually.
Great to be back and part of the community again!
Or get the bams to be created by the effect that the search performs.
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
@supertaco I've tried going your route before but I've never been able to get multiple weapons to fire simultaneously. Well not properly and consistently at least. How would I go about doing that?
Edit: Ok I've actually succeded in being able to fire two different weapons simultaneously atm, by setting up an effect set to be run by the search. However I still need help tweaking it, I can't figure out how to make the different weapons not fire on the same target.
@tyrannusumbra: Go
Apply a dummy behavior to a unit when a beam is FIRED. (Not when the damage is done). Have the behaviors period be whatever the duration of each periodic is (assuming it is a persistent beam, which it sounds like it is). Then have the effect of the weapon be a set, which does damage and applies the behavior. Then make a validator that checks to see if the target has the dummy behavior, and apply that the to search effect's vailidators. That way the beam will only target units without the behavior, AKA units not being attacked.
As for allowing the beams to fire at different targets, uncheck the "fire at target" flag or something that, while keeping the "only fire while attacking" flag checked. That way the beams will only fire when the unit is ordered to attack, but can target other units. You can also make a search priority filter, where the beams target the units with the most health first or something like that.
Great to be back and part of the community again!