Title says what i wanna do.
Wanna use some kind of beam, to make it look more fancy, a little bit of 'shock-rifle-like'.
Ive used the HybridCAttack beam and changed the triggering Effects in the events field to RaynorSnipeCreatePersistent.
The problem is, when i use the ability, the beam appears, but it is created starting at the casting unit (which is good of course) and going to the first target hit, which is not how its supposed to be. If i dont hit any targets at all, there is no beam. So the problem is, the beam hits the first (closest) unit, which takes damage from the ability instead of the point on the ground, where the ability ends.
Ive no idea how to fix this.
From what I know, the default ability already uses a beam, the "projectile" you see is actually a beam model. Most likely you can just search for that beam actor and replace its model with your desired one. Also, try the Warhound attack beam, that could match.
so problem is only graphics? or your beam really dont go past 1st unit?
u better check this, because if this is only gfx problem - then u need to modify beam actor data to not use target unit, and attach beam target using SOps
@feniks: its only gfx. Gameplay working perfect.
@küken: ive been trying to do this, but the problem with this is: the beam does not go the same direction where the actual effect goes, but the beam seems to be fired exactly in the direction where the weapon of the firing unit is pointing at. Since im not using a unit with Raynors model for this ability but a different model, i just use an attack animation on the model when it performs this spell, and the weapon is not 100% pointing in the correct direction, its maybe 10° off, enough to make the beam look really stupic
tldr: beam not going where ability effect is going, but where ability using model's weapon is poiting, i dont exactly know how to fix this
edit: aight aight aight, i got this.
i removed "attach weapon" from the host impact site ops field.
Title says what i wanna do. Wanna use some kind of beam, to make it look more fancy, a little bit of 'shock-rifle-like'. Ive used the HybridCAttack beam and changed the triggering Effects in the events field to RaynorSnipeCreatePersistent. The problem is, when i use the ability, the beam appears, but it is created starting at the casting unit (which is good of course) and going to the first target hit, which is not how its supposed to be. If i dont hit any targets at all, there is no beam. So the problem is, the beam hits the first (closest) unit, which takes damage from the ability instead of the point on the ground, where the ability ends. Ive no idea how to fix this.
From what I know, the default ability already uses a beam, the "projectile" you see is actually a beam model. Most likely you can just search for that beam actor and replace its model with your desired one. Also, try the Warhound attack beam, that could match.
so problem is only graphics? or your beam really dont go past 1st unit?
u better check this, because if this is only gfx problem - then u need to modify beam actor data to not use target unit, and attach beam target using SOps
@feniks: its only gfx. Gameplay working perfect. @küken: ive been trying to do this, but the problem with this is: the beam does not go the same direction where the actual effect goes, but the beam seems to be fired exactly in the direction where the weapon of the firing unit is pointing at. Since im not using a unit with Raynors model for this ability but a different model, i just use an attack animation on the model when it performs this spell, and the weapon is not 100% pointing in the correct direction, its maybe 10° off, enough to make the beam look really stupic tldr: beam not going where ability effect is going, but where ability using model's weapon is poiting, i dont exactly know how to fix this
edit: aight aight aight, i got this. i removed "attach weapon" from the host impact site ops field.
Sure you are not after an Arc type actor. That was added especially to solve issues with that ability.
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
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