I made an ability that chains twice. However, the animation of the beam doesn't visually chain. For some reason the launch locations of Chain 1 and 2 are coming from the caster.
This is how I set up the ability in global lines:
Ability -> Set First -> (Damage1 | Persistent1 | Apply Buff) -> Search Area1 -> Set Second -> (Damage2 | Persistent2 | Apply Buff) -> Search Area2 -> Damage3
- I use the persistent to add a Delay in every chain step, because without it I cannot see the 'chaining' because everything goes simultaniously and then it really looks messy.
- I use the Apply Buff to add a buff with a duration of like 1.5 sec, this to check every search with a behaviour count validator if it's not searching for a target that already has been hit by this ability.
Everything works fine, only the animation isn't correct.
The weird thing is: If I remove the Persistent (so the delay) part in this set up, the animation shows that the chaining points are connected correctly.
When I put the (persistent) delay in between, all hits are coming from the caster.
Tried several things to play with the Launch Locations of effects to make a logical order.
But without any succes. At this very moment I dont know what to do to fix this, so I hope someone can give me a push to the right direction.
You're entering a whole world of pain when it comes to linking beams. It isn't easy!
Luckily for you, there's a pre-built chaining beam in the editor. You're going to want to look very, very closely at how "Chain Reaction" is set up in the editor.
Take careful note of the markets used in the effect tree, and the impact/launch sites in the actor. From there, copy as much as you need until you have your beam working as you like it.
Or just copy the Chain Reaction effect tree and change the beam actor to suit your needs. It'll still work.
Although, Everything went fine until I shot on an Immortal. Due to the Hardened Shield, the point of impact stops at the border of it's Hardened shield. After that it's chaining to the Immortal itself. So the Immortal getting hit twice by the chaining effect. How to solve this. Ugh, so close >,< Even with Targetsorts that count the Buff Marker won't help by this matter.
I got it. The Persistent effect was on Target Location: Target Unit/Point. It had to be Target Unit.
This thread can be removed now. Learned alot now, and many things makes sense now.
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Hi,
I made an ability that chains twice. However, the animation of the beam doesn't visually chain. For some reason the launch locations of Chain 1 and 2 are coming from the caster.
This is how I set up the ability in global lines:
Ability -> Set First -> (Damage1 | Persistent1 | Apply Buff) -> Search Area1 -> Set Second -> (Damage2 | Persistent2 | Apply Buff) -> Search Area2 -> Damage3
- I use the persistent to add a Delay in every chain step, because without it I cannot see the 'chaining' because everything goes simultaniously and then it really looks messy.
- I use the Apply Buff to add a buff with a duration of like 1.5 sec, this to check every search with a behaviour count validator if it's not searching for a target that already has been hit by this ability.
Everything works fine, only the animation isn't correct.
The weird thing is: If I remove the Persistent (so the delay) part in this set up, the animation shows that the chaining points are connected correctly. When I put the (persistent) delay in between, all hits are coming from the caster.
Tried several things to play with the Launch Locations of effects to make a logical order. But without any succes. At this very moment I dont know what to do to fix this, so I hope someone can give me a push to the right direction.
Kind Regards,
Maarten Eekhof
You're entering a whole world of pain when it comes to linking beams. It isn't easy!
Luckily for you, there's a pre-built chaining beam in the editor. You're going to want to look very, very closely at how "Chain Reaction" is set up in the editor.
Take careful note of the markets used in the effect tree, and the impact/launch sites in the actor. From there, copy as much as you need until you have your beam working as you like it.
Or just copy the Chain Reaction effect tree and change the beam actor to suit your needs. It'll still work.
This is very usefull. I will try! thanks for the reply.
Thanks TyaArcade, I got it working.
Although, Everything went fine until I shot on an Immortal. Due to the Hardened Shield, the point of impact stops at the border of it's Hardened shield. After that it's chaining to the Immortal itself. So the Immortal getting hit twice by the chaining effect. How to solve this. Ugh, so close >,< Even with Targetsorts that count the Buff Marker won't help by this matter.
I got it. The Persistent effect was on Target Location: Target Unit/Point. It had to be Target Unit. This thread can be removed now. Learned alot now, and many things makes sense now.