So I'm trying to give a building an ability where it does a "sweep" around it (think like a radar sweep, but doing damage along the circular path). I've got it working mechanically (with a persistent + searches + offsets), but I'm having a hard time creating an appropriate visual.
I tried giving the building a dummy version of the Colossus thermal lance attack and modifying the persistent offsets, but it's not behaving at all like I expected. It seems it will only sweep through part of the circle pattern (unlike the damage element which makes the full motion as expected) and often "jerks" around rather than doing a nice smooth movement like the normal colossus attack.
The effect chain looks something like-
Persistent effect with location, offset start, and offset end at Source Unit
Periodic offsets: (6,0), (5,3), (3,5), (0,6), (-3,5), (-5,3), (-6,0), (-5,-3), (-3,-5), (0,-6), (3,-5), (5,-3)
(in other words, a circle with radius 6 that mirrors the slightly more complicated, but working damage search - I want the visual sweep of the beam to "cover" the area damaged by the other persistent)
Periodic effect is simply the Colossus (Search Forwards)
Actor events are basically unchanged except that Signal.*.Arrival has been replaced with Effect.(mypersistent).Stop to destroy the beam actor
Any suggestions for how to get this working (or for a more appropriate visual!) would be greatly appreciated.
The Colossus Beam actors are a pain in the ass. I used them for the WDE #6; you could have a look at the setup of my Uber Colossus. It sounds like this is fairly similar to the effect you want to achieve.
I did something similar to this in my map. I call it the sweeper drone. Although i created my own sweeping "arm" with dozens of overlayed models and not beam actors. I used a rotating damage effect with radius 10 and only 45 degrees instead of 360 to get a good cone of damage that circled the unit. If you're dead set on using beam effects then ignore this. Otherwise I'd be more than willing to show you how I did it shoot me a PM.
EDIT: But the Colossus beam actors can die in a fire. Jeez.
I was able to modify the radius of the circle by adjusting the persistent offsets and Site Mover speed, but trying to recreate the actors for use with my building has been a complete failure. If I dupe the colossus actors, the beam will only make a half-circle at best. If I try to hand-create actors based on yours, the beam doesn't show up at all. I'm probably missing something obvious.
Attempt #2 at cracking this will have to wait 'til tomorrow.
Not to jump into something completely over my head but .....
Would it be possible to create a dummy unit and have said dummy unit move in a circular path around said structure then use the unit and the structure to connect a beam.... therefore creating the illusion that this beam between the dummy and the structure is doing the damage?
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Hey guys,
So I'm trying to give a building an ability where it does a "sweep" around it (think like a radar sweep, but doing damage along the circular path). I've got it working mechanically (with a persistent + searches + offsets), but I'm having a hard time creating an appropriate visual.
I tried giving the building a dummy version of the Colossus thermal lance attack and modifying the persistent offsets, but it's not behaving at all like I expected. It seems it will only sweep through part of the circle pattern (unlike the damage element which makes the full motion as expected) and often "jerks" around rather than doing a nice smooth movement like the normal colossus attack.
The effect chain looks something like-
(in other words, a circle with radius 6 that mirrors the slightly more complicated, but working damage search - I want the visual sweep of the beam to "cover" the area damaged by the other persistent)
Any suggestions for how to get this working (or for a more appropriate visual!) would be greatly appreciated.
The Colossus Beam actors are a pain in the ass. I used them for the WDE #6; you could have a look at the setup of my Uber Colossus. It sounds like this is fairly similar to the effect you want to achieve.
This might help visualize.
@Chiquihuite: Go
I did something similar to this in my map. I call it the sweeper drone. Although i created my own sweeping "arm" with dozens of overlayed models and not beam actors. I used a rotating damage effect with radius 10 and only 45 degrees instead of 360 to get a good cone of damage that circled the unit. If you're dead set on using beam effects then ignore this. Otherwise I'd be more than willing to show you how I did it shoot me a PM.
@DeepStrike716: Go
Sure I'll hit you up :)
@Kueken531: Go
That Uber Colossus is freakin' sexy as hell 0_o
EDIT: But the Colossus beam actors can die in a fire. Jeez.
I was able to modify the radius of the circle by adjusting the persistent offsets and Site Mover speed, but trying to recreate the actors for use with my building has been a complete failure. If I dupe the colossus actors, the beam will only make a half-circle at best. If I try to hand-create actors based on yours, the beam doesn't show up at all. I'm probably missing something obvious.
Attempt #2 at cracking this will have to wait 'til tomorrow.
Bump.
Not to jump into something completely over my head but .....
Would it be possible to create a dummy unit and have said dummy unit move in a circular path around said structure then use the unit and the structure to connect a beam.... therefore creating the illusion that this beam between the dummy and the structure is doing the damage?