Ok. So I have this beam weapon which I made that works decently. When i attack a unit, the target unit takes damage instantly. However, i realised that the impact point of the beam gets stuck onto the target unit i attack. The launch point of the beam stays put, even after the shooting unit moves away, which is what i want. But the impact point of the beam kind of moves along with the target unit as if the impact point is attached to the target unit, so it's like the whole beam is shifting with the target unit, and it looks really weird. I want the impact point of the beam to stay put at where the beam hits the target unit. How do I go about doing that?
I attached an image, so hopefully you guys can understand my situation.
yeah... make it search for targets to apply the damage to... and if you want it only to be a single target, you can force it to apply an effect (damage) to a max number of targets (1)
Hmm... Tried it. But the impact point still sticks to the unit. I tried setting 'Hold position' to on for everything that has to do with 'impact' in my actors (beams and actions). Still to no avail. Got any other ideas? Thanks for the suggestions anyway.
action actors are really hard to customize because they follow a strict code. you're gonna have to use the beam actor instead of an action actor.
make a beam actor and set it based upon "Beam (Simple). set the model to your beam model.
open up the beam actor's events field . create a new event. set the event to effect. pick your attack effect (i assume its a persistent effect). set the third field to "start". create an "Create" action for that event and don't change the parameters for the action.
do the same thing again but instead of "start" use "stop" and instead of a "Create" action use "AnimBracketStop - BSD" or "Destroy" (if you want the beam to go away immediately.
you're new events should look like this:
effect.*attackeffect*.start
-Create
effect.*attackeffect*.stop
-AnimBracketStop BSD
under Host Launch change Actor to "Actor Find", Scope to "Scope Caster", Alias to "_Unit"
change the Host Launch Site Ops to "SOpAttachWeapon#" where # is the attachment point number.
under Host Impact change Actor to "Actor Find", Scope to "Scope Target", Alias to "_Unit"
change the Host Impact Site Ops to "SOpAttachVolumeStandard" (use "SOpAttachCenter" if that doesn't work) and set Hold Position "On"
Wow! It works like a charm! After I did everything you said, the impact point was fixed, but the launch point started to get stuck onto the shooting unit. But I fixed that by turning on the 'Hold position' in the Launch Site Ops. Thanks a million dude!
Ok. So I have this beam weapon which I made that works decently. When i attack a unit, the target unit takes damage instantly. However, i realised that the impact point of the beam gets stuck onto the target unit i attack. The launch point of the beam stays put, even after the shooting unit moves away, which is what i want. But the impact point of the beam kind of moves along with the target unit as if the impact point is attached to the target unit, so it's like the whole beam is shifting with the target unit, and it looks really weird. I want the impact point of the beam to stay put at where the beam hits the target unit. How do I go about doing that?
I attached an image, so hopefully you guys can understand my situation.
Bump? anyone?
How about making it target a point instead of a unit?
But... Wouldn't that make the beam hit the ground under the unit instead of the unit itself?
@xhahahax: Go
yeah... make it search for targets to apply the damage to... and if you want it only to be a single target, you can force it to apply an effect (damage) to a max number of targets (1)
ooooohh. ok thanks I'll try it
@xhahahax: Go
under the Impact Site Ops field of your beam action actor set Hold Position "On"
Hmm... Tried it. But the impact point still sticks to the unit. I tried setting 'Hold position' to on for everything that has to do with 'impact' in my actors (beams and actions). Still to no avail. Got any other ideas? Thanks for the suggestions anyway.
action actors are really hard to customize because they follow a strict code. you're gonna have to use the beam actor instead of an action actor.
make a beam actor and set it based upon "Beam (Simple). set the model to your beam model.
open up the beam actor's events field . create a new event. set the event to effect. pick your attack effect (i assume its a persistent effect). set the third field to "start". create an "Create" action for that event and don't change the parameters for the action.
do the same thing again but instead of "start" use "stop" and instead of a "Create" action use "AnimBracketStop - BSD" or "Destroy" (if you want the beam to go away immediately.
you're new events should look like this:
effect.*attackeffect*.start
-Create
effect.*attackeffect*.stop
-AnimBracketStop BSD
under Host Launch change Actor to "Actor Find", Scope to "Scope Caster", Alias to "_Unit"
change the Host Launch Site Ops to "SOpAttachWeapon#" where # is the attachment point number.
under Host Impact change Actor to "Actor Find", Scope to "Scope Target", Alias to "_Unit"
change the Host Impact Site Ops to "SOpAttachVolumeStandard" (use "SOpAttachCenter" if that doesn't work) and set Hold Position "On"
Wow! It works like a charm! After I did everything you said, the impact point was fixed, but the launch point started to get stuck onto the shooting unit. But I fixed that by turning on the 'Hold position' in the Launch Site Ops. Thanks a million dude!
no problemo