Ok, I've really got two questions that while different link together to actually get the last portion of my map done enough so I can test with more then 1 player.
1st, and most easily asked. I think I've got the splash damage down, my question is if a unit is caught in the search area once and takes damage, if the next search area over laps the 1st and the unit is still within the radius will it take damage again? I.E the Search Radius is 2 with an arc of 180, and the persistent effect moves 1.5 before doing the search again.
2nd, I want to add a beam animation to this and place it all in an ability. I'm not really familiar with beams, and all the information I can find on beams is for putting them as weapons. I'm not even entirely sure on how to make the beam actor. I'd appreciate any information I can get.
I do have a test map I can link, as I don't want to link the real map, onto this post but it will have to wait. I'm at my college class at the moment and the map is on my home computer.
1st, and most easily asked. I think I've got the splash damage down, my question is if a unit is caught in the search area once and takes damage, if the next search area over laps the 1st and the unit is still within the radius will it take damage again? I.E the Search Radius is 2 with an arc of 180, and the persistent effect moves 1.5 before doing the search again.
Yes it will unless you use markers. Look at the Hellion (melee) or Penetration Rounds (Liberty Campaign) for an example of this. They use a persistent effect to perform a lot of search effects in a line which deal the damage. Since the radius overlap the units will in theory fall into many of the searches so would be damaged multiple times. However to prevent this they give the units a "marker" which signifies that it has already been damaged by the current effect chain instance so is to be ignored if crossed during subsequent searches in the instance.
Ok, I think I figured out what you were talking about Imperial. I haven't tested it yet. I tried to get the beam effect working but I go nothing.
Attached is the test map. I know the damage works the way I want it too, just need to figure out how to get the beam, it's called Beam, to work with the ability/effects. As always any help provided is appreciated.
After some tinkering around and looking at other maps, I made some progress. Now I use the ability and it's damaging something I get flashes of light, but not the beam I was looking for. Any ideas? Attached is the updated map.
If it's firing off in a random direction and hitting nothing but air there is no animation at all..
Ok, so I figured out that to do what I want to do, having a an actual beam isn't working so I made a missile using a beam for the missile and seams to work except when I use the ability it requires me to click on a target where as I want it to just be able to fired off at nothing is the user so chooses, and when it does fire, the ream vers off towards the top left of the map. Any ideas?
set the target of all effects to target point/unit except the ones that search for a unit ofc and remove the target filter if there is one on the ability
Thanks, now I can fire it wherever I choose but now I have a new issue. The beam seems to fire in random directions when fired, and the 1 time I did get it to go over the unit I wanted to attack with it, it did no damage to it.
Edit: While I'm thinking about it. The way I have it set up atm, is The ability does the launch effect, the launch effect does the persistent effect as it's launch effect, the persistent does the search effect as it's periodic effect, the search does the damage effect with an arch of 360 and radius of 1.
All the effects are set to target/point except the search effect which I set to target.
So I got it working sort of the way I want to. Got the damage working at least, realized I had the splash kind set as splash, but the effect kind as spell.
So how do I set up a marker so any unit caught in the search areas more then once will only take 1 damage?
So after much tinkering I can't see to figure out how to get a unit that is caught by multiple search areas to only take damage once.
Also another issue I'm seeing that that units will only take damage the 1st time the ability is fired at them, any subsequent times I fire the unit at them, regardless of whether they are specifically targeted or have the ability fired so it would hit them they no longer take any damage.
Went through and set up all the effects exactly like the hellion with the exception of the amount of damage and the radius. It still hits allied units too many times, but it doesn't even do damage to enemy units, and it still only damages the allied units the 1st time the ability is used...
The Launch Missile Effect has the persistent effect as it's Launch Effect. The Persistent effect uses the search area as its periodic effect. The Search Area has the damage effect set to it's effect. The damage effect is where I put the same validator that the Hellion uses which is "No Markers."
Ok, after some thought went back and changed it up a little. Created 2 behaviors.
The 1st has it's periodic effect set to the search area effect with a period count of 1 with 6 period counts.
The 2nd is just a hidden buff to be used a validator with a duration of 3.
The search area effect does a set effect with the damage and apply behavior.
The damage effect has a validator set to check for the buff applied by search area effect
The Launch effect is used to fire the beam, no effects attached to it.
No damage is visibly done to any unit.
Edit: I increased the mover timeout to 6, the period count of the damage behavior to 60 and the duration to .1 and still no damage to any unit.
Well that didn't work, and now I'm head desking.... I set the impact effect of the launch effect to the damage effect, and set the ability to the launch effect, so it's only doing the launch effect which is doing the damage effect, and it's still not damaging anything... Does anyone have a map or know of a map that is doing something similar that I can look at? I'd link my map, but I don't want a public version of it out atm, and duplicating this problem is a feat in and of it self.
Edit: As it stands now, I went through and deleted all the effects. I then duplicated the Yamato Blast and modified everything to use the actors and do the damage I want. The problem now, that the ability doesn't do the amount of damage specified.
It does the scaled damage of the attribute that scales ability damage, but not that actual combat amount. I tried setting the combat attribute factor to 100% for all types, but that just instant killed the target. I then tried to set it to 10% which still instant killed the target. I set the Attribute bonuses all to 100 and got the basically no damage again.
I can get around this by using a trigger, any ideas why it won't do the damage effect? If not, anyone know how to do a splash area via triggers?
Ok, I've really got two questions that while different link together to actually get the last portion of my map done enough so I can test with more then 1 player.
1st, and most easily asked. I think I've got the splash damage down, my question is if a unit is caught in the search area once and takes damage, if the next search area over laps the 1st and the unit is still within the radius will it take damage again? I.E the Search Radius is 2 with an arc of 180, and the persistent effect moves 1.5 before doing the search again.
2nd, I want to add a beam animation to this and place it all in an ability. I'm not really familiar with beams, and all the information I can find on beams is for putting them as weapons. I'm not even entirely sure on how to make the beam actor. I'd appreciate any information I can get.
I do have a test map I can link, as I don't want to link the real map, onto this post but it will have to wait. I'm at my college class at the moment and the map is on my home computer.
Yes it will unless you use markers. Look at the Hellion (melee) or Penetration Rounds (Liberty Campaign) for an example of this. They use a persistent effect to perform a lot of search effects in a line which deal the damage. Since the radius overlap the units will in theory fall into many of the searches so would be damaged multiple times. However to prevent this they give the units a "marker" which signifies that it has already been damaged by the current effect chain instance so is to be ignored if crossed during subsequent searches in the instance.
@ImperialGood: Go
Ok, I think I figured out what you were talking about Imperial. I haven't tested it yet. I tried to get the beam effect working but I go nothing.
Attached is the test map. I know the damage works the way I want it too, just need to figure out how to get the beam, it's called Beam, to work with the ability/effects. As always any help provided is appreciated.
After some tinkering around and looking at other maps, I made some progress. Now I use the ability and it's damaging something I get flashes of light, but not the beam I was looking for. Any ideas? Attached is the updated map.
If it's firing off in a random direction and hitting nothing but air there is no animation at all..
Ok, so I figured out that to do what I want to do, having a an actual beam isn't working so I made a missile using a beam for the missile and seams to work except when I use the ability it requires me to click on a target where as I want it to just be able to fired off at nothing is the user so chooses, and when it does fire, the ream vers off towards the top left of the map. Any ideas?
set the target of all effects to target point/unit except the ones that search for a unit ofc and remove the target filter if there is one on the ability
Thanks, now I can fire it wherever I choose but now I have a new issue. The beam seems to fire in random directions when fired, and the 1 time I did get it to go over the unit I wanted to attack with it, it did no damage to it.
Edit: While I'm thinking about it. The way I have it set up atm, is The ability does the launch effect, the launch effect does the persistent effect as it's launch effect, the persistent does the search effect as it's periodic effect, the search does the damage effect with an arch of 360 and radius of 1.
All the effects are set to target/point except the search effect which I set to target.
Why not just give the ammo unit a Buff behaviour with a periodic Damage effect with splash?
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
Cause I didn't think about that. That should fix the damage problem. Anyone know how to fix the random direction firing beam missile?
You want the missile to fire beams at the damage targets or as a tether to the caster?
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
@DrSuperEvil: Go
The beam is just a missle with a beam for a model, think Kamehameha, where is damages everything it passes over
OK, so I got the missile to fire in the correct direction every but the damage is still not working.
I had to set the mover rotation and launch rotation to look at target and launch at target respectively.
So I got it working sort of the way I want to. Got the damage working at least, realized I had the splash kind set as splash, but the effect kind as spell.
So how do I set up a marker so any unit caught in the search areas more then once will only take 1 damage?
So after much tinkering I can't see to figure out how to get a unit that is caught by multiple search areas to only take damage once.
Also another issue I'm seeing that that units will only take damage the 1st time the ability is fired at them, any subsequent times I fire the unit at them, regardless of whether they are specifically targeted or have the ability fired so it would hit them they no longer take any damage.
Look how the colossus weapon does it.
As for the ability not hitting them on the second cast sounds like you may have set your markers for the wrong part of the effect tree.
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
@DrSuperEvil: Go
Went through and set up all the effects exactly like the hellion with the exception of the amount of damage and the radius. It still hits allied units too many times, but it doesn't even do damage to enemy units, and it still only damages the allied units the 1st time the ability is used...
Please recap what your ability setup is and where you have the markers validator.
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
@DrSuperEvil: Go
The Launch Missile Effect has the persistent effect as it's Launch Effect. The Persistent effect uses the search area as its periodic effect. The Search Area has the damage effect set to it's effect. The damage effect is where I put the same validator that the Hellion uses which is "No Markers."
Ok, after some thought went back and changed it up a little. Created 2 behaviors. The 1st has it's periodic effect set to the search area effect with a period count of 1 with 6 period counts. The 2nd is just a hidden buff to be used a validator with a duration of 3. The search area effect does a set effect with the damage and apply behavior. The damage effect has a validator set to check for the buff applied by search area effect The Launch effect is used to fire the beam, no effects attached to it. No damage is visibly done to any unit.
Edit: I increased the mover timeout to 6, the period count of the damage behavior to 60 and the duration to .1 and still no damage to any unit.
@QuantumMenace: Go
Well that didn't work, and now I'm head desking.... I set the impact effect of the launch effect to the damage effect, and set the ability to the launch effect, so it's only doing the launch effect which is doing the damage effect, and it's still not damaging anything... Does anyone have a map or know of a map that is doing something similar that I can look at? I'd link my map, but I don't want a public version of it out atm, and duplicating this problem is a feat in and of it self.
Edit: As it stands now, I went through and deleted all the effects. I then duplicated the Yamato Blast and modified everything to use the actors and do the damage I want. The problem now, that the ability doesn't do the amount of damage specified.
It does the scaled damage of the attribute that scales ability damage, but not that actual combat amount. I tried setting the combat attribute factor to 100% for all types, but that just instant killed the target. I then tried to set it to 10% which still instant killed the target. I set the Attribute bonuses all to 100 and got the basically no damage again.
I can get around this by using a trigger, any ideas why it won't do the damage effect? If not, anyone know how to do a splash area via triggers?