So as the title suggests, trying to make chain lightning work. However, it is doing some things I don't like. How it is supposed to work is this, you click spell, use the AE cursor to pick an area to try to find units in, it starts the lightning on the nearest unit, this chains to potentially 2 more units, with the lightning chaining. Now this is happening just fine, including all targets live. However, trying it on a group of zerglings for example, the bolt beams keep coming out from the caster instead of last shocked unit. It also seems to have an annoying habit of double hitting a target at times, my main guess is I goofed up the markers somehow. Anyways, I have attached a demo map so you can see exactly what I'm trying to use, would appreciate any feedback/response maps :)
I would suggest making use of the Launch Request field for the action actor to launch the next beam at the impact point of the last one. I made a map demonstrating this.
The setup for the standard chain lightning is a basic recursive lightning hitting up to 15 targets. It keeps track of the target count by applying behavior stacks to the caster, but it uses no behaviors on the targets, so it should be fool-proof to things like beams messing up when the previous target died or anything.
However, due to the recursive approach, it is vulnerable to manipulation of the caster. If the caster dies, you lose the current stack count and have to cancel the lightning, or let it continue until it runs out of targets. You don't need to use recursive, though, using a standard effect chain without any behaviors would work as well. Its just way more work, if you need a decent amount of targets.
€ you use the target units as source for the following damage objects. This will probably mess up kill credit, the 2nd target would receive damage dealt by the first target, and so on. The attached map deals damage from the caster, the attachment to the previous targets is purely visual.
Not a bad approach at all on the 15 strikes, not sure it works for what I was aiming for though. I was hoping to have 3 strikes for sure (targets included), then start a recursive chain as you said w/ like a 70 % chance of happening again so that it will eventually not fire. I can't be happy to move forward at all though if the beams keep doing this on me. Haven't noticed a problem w/ kill credit, they all go to the caster.
So after struggling to make mine match the one in your example map for hours given a few variations on how I wanted it to work, I decided the hell with it and just cannibalized standard chain lightning, then altered it as needed. Not particularly sure what its problem was, but working now, thanks again. I'll likely adjust it to use several effects instead of using a behavior, as I much prefer it not have the handicap of a long recast or screwy things happening when you cast it twice closely together. The caster death thing isn't a problem, as the heroes technically never die.
Thanks again for the help, I'll get this actor crap one of these years....
i could not open the map for some reason, dont know why, but here is my suggestion. it sounds like you want it to hit the 1st unit and go to the next and so on. up to 3 units. my suggestion to get this to work is copy the mutalisk attack. it bounces between units already set to 3. then change the look of it. that would be in the actors field.
Field Mutalisk Attack Segment 1 Missile
Art: Model GlaiveWurmWeapon (Unnamed)<--------------change this to whatever you want it to "look like" and ya should be set.
Field Mutalisk Attack Segment 1 Missile
Art: Model LongboltMissileWeapon (Unnamed)<----like so. or to whatever you would like.
hope this helps. :D
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So as the title suggests, trying to make chain lightning work. However, it is doing some things I don't like. How it is supposed to work is this, you click spell, use the AE cursor to pick an area to try to find units in, it starts the lightning on the nearest unit, this chains to potentially 2 more units, with the lightning chaining. Now this is happening just fine, including all targets live. However, trying it on a group of zerglings for example, the bolt beams keep coming out from the caster instead of last shocked unit. It also seems to have an annoying habit of double hitting a target at times, my main guess is I goofed up the markers somehow. Anyways, I have attached a demo map so you can see exactly what I'm trying to use, would appreciate any feedback/response maps :)
I would suggest making use of the Launch Request field for the action actor to launch the next beam at the impact point of the last one. I made a map demonstrating this.
The setup for the standard chain lightning is a basic recursive lightning hitting up to 15 targets. It keeps track of the target count by applying behavior stacks to the caster, but it uses no behaviors on the targets, so it should be fool-proof to things like beams messing up when the previous target died or anything.
However, due to the recursive approach, it is vulnerable to manipulation of the caster. If the caster dies, you lose the current stack count and have to cancel the lightning, or let it continue until it runs out of targets. You don't need to use recursive, though, using a standard effect chain without any behaviors would work as well. Its just way more work, if you need a decent amount of targets.
€ you use the target units as source for the following damage objects. This will probably mess up kill credit, the 2nd target would receive damage dealt by the first target, and so on. The attached map deals damage from the caster, the attachment to the previous targets is purely visual.
@Kueken531: Go
Not a bad approach at all on the 15 strikes, not sure it works for what I was aiming for though. I was hoping to have 3 strikes for sure (targets included), then start a recursive chain as you said w/ like a 70 % chance of happening again so that it will eventually not fire. I can't be happy to move forward at all though if the beams keep doing this on me. Haven't noticed a problem w/ kill credit, they all go to the caster.
So after struggling to make mine match the one in your example map for hours given a few variations on how I wanted it to work, I decided the hell with it and just cannibalized standard chain lightning, then altered it as needed. Not particularly sure what its problem was, but working now, thanks again. I'll likely adjust it to use several effects instead of using a behavior, as I much prefer it not have the handicap of a long recast or screwy things happening when you cast it twice closely together. The caster death thing isn't a problem, as the heroes technically never die.
Thanks again for the help, I'll get this actor crap one of these years....
@Deadzergling:
i could not open the map for some reason, dont know why, but here is my suggestion. it sounds like you want it to hit the 1st unit and go to the next and so on. up to 3 units. my suggestion to get this to work is copy the mutalisk attack. it bounces between units already set to 3. then change the look of it. that would be in the actors field.
Field Mutalisk Attack Segment 1 Missile
Art: Model GlaiveWurmWeapon (Unnamed)<--------------change this to whatever you want it to "look like" and ya should be set.
Field Mutalisk Attack Segment 1 Missile
Art: Model LongboltMissileWeapon (Unnamed)<----like so. or to whatever you would like.
hope this helps. :D