So I've already found several threads about projectile launch points that were all more or less (mostly less) clear on how to at least approach the problem. I'm having an issue, however, with changing the z offset of beam projectiles, specifically the Void Ray's beam, which, as far as I can tell, has neither a Mover nor a Unit Weapon associated with it. Can anyone who's familiar with this type of editing share any insight on the matter?
You can set up a beam in two ways, manually (creating a beam actor, setting up the events, and setting the host launch and host impact attachments up) or via an action actor. If the latter - which is how the void ray attack works - the field you're looking for is Launch Site Ops.
Beams do not use movers or units because they don't move. They are simply like a "tether" that appear between two points. I recommend you look at the actors and weapons for Disruption Beam, which is much more straight-forward than the Void Ray's beam (the Void Ray has so many effects that it gets confusing). It's probably the simplest example of a "continuous" beam.
As for the z-offset, Riley has it right. You can add site operations to an Action actor, and have the Action actor use the beam.
Okay: I will give this a try after lunch and let you guys know. Thanks for the help! Ya, you're right, Dinadan, the Void Ray effects are extremely complicated >.< so I probably will just use the Disruption Beam (it's for a custom unit anyway).
So, I see the fields that you guys are talking about, but I still don't know what I should do to them to change the z offset >.<. I guess I'm pretty bad with the data editor in terms of knowing what certain fields do or how to modify them.
So, if you guys would humor me by just spelling out what to do in a specific example, for instance, @RileyStarcraft: Go: in the Launch Site Ops section of Actor \ Target that you were talking about, there's only a line titled "Operations" with "SOpAttachHarness" written in it. The other two parameters are Hold Position and Hold Rotation, which don't seem like they would affect it. What exactly would I put in "Operations" to change the z offset?
Or, conversely, if I were to change the beam directly (let's just assume here that I'm modifying an existing beam actor, since I don't know enough about Events to create one from scratch), what fields would I change under Hosting \ Host Launch to achieve the same effect? Sorry that these questions are so rudimentary but there aren't really any tutorials spelling this kind of stuff out at the moment.
@RileyStarcraft: Go: in the Launch Site Ops section of Actor \ Target that you were talking about, there's only a line titled "Operations" with "SOpAttachHarness" written in it. The other two parameters are Hold Position and Hold Rotation, which don't seem like they would affect it. What exactly would I put in "Operations" to change the z offset?
There's a built-in actor called "SOpHigherBy5" that will raise the height by 5 units. That's REALLY high though so you might want to duplicate that actor, call it SOpHigherBy2, and change the Z value in the Offset field to 2.0.
Then in your Launch Site Ops field, in the Operations line after "SOpAttachHarnass" add "SOpHigherBy2". That will raise the height by 2 units. You can experiment to find out the exact height you need.
There's a built-in actor called "SOpHigherBy5" that will raise the height by 5 units. That's REALLY high though so you might want to duplicate that actor, call it SOpHigherBy2, and change the Z value in the Offset field to 2.0.
Then in your Launch Site Ops field, in the Operations line after "SOpAttachHarnass" add "SOpHigherBy2". That will raise the height by 2 units. You can experiment to find out the exact height you need.
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So I've already found several threads about projectile launch points that were all more or less (mostly less) clear on how to at least approach the problem. I'm having an issue, however, with changing the z offset of beam projectiles, specifically the Void Ray's beam, which, as far as I can tell, has neither a Mover nor a Unit Weapon associated with it. Can anyone who's familiar with this type of editing share any insight on the matter?
@Hegemuffin: Go
Beams aren't projectiles, that's your problem :)
You can set up a beam in two ways, manually (creating a beam actor, setting up the events, and setting the host launch and host impact attachments up) or via an action actor. If the latter - which is how the void ray attack works - the field you're looking for is Launch Site Ops.
Hope that helps.
Beams do not use movers or units because they don't move. They are simply like a "tether" that appear between two points. I recommend you look at the actors and weapons for Disruption Beam, which is much more straight-forward than the Void Ray's beam (the Void Ray has so many effects that it gets confusing). It's probably the simplest example of a "continuous" beam.
As for the z-offset, Riley has it right. You can add site operations to an Action actor, and have the Action actor use the beam.
Okay: I will give this a try after lunch and let you guys know. Thanks for the help! Ya, you're right, Dinadan, the Void Ray effects are extremely complicated >.< so I probably will just use the Disruption Beam (it's for a custom unit anyway).
So, I see the fields that you guys are talking about, but I still don't know what I should do to them to change the z offset >.<. I guess I'm pretty bad with the data editor in terms of knowing what certain fields do or how to modify them.
So, if you guys would humor me by just spelling out what to do in a specific example, for instance, @RileyStarcraft: Go: in the Launch Site Ops section of Actor \ Target that you were talking about, there's only a line titled "Operations" with "SOpAttachHarness" written in it. The other two parameters are Hold Position and Hold Rotation, which don't seem like they would affect it. What exactly would I put in "Operations" to change the z offset?
Or, conversely, if I were to change the beam directly (let's just assume here that I'm modifying an existing beam actor, since I don't know enough about Events to create one from scratch), what fields would I change under Hosting \ Host Launch to achieve the same effect? Sorry that these questions are so rudimentary but there aren't really any tutorials spelling this kind of stuff out at the moment.
A tutorial on beam effects would be welcome.
There's a built-in actor called "SOpHigherBy5" that will raise the height by 5 units. That's REALLY high though so you might want to duplicate that actor, call it SOpHigherBy2, and change the Z value in the Offset field to 2.0.
Then in your Launch Site Ops field, in the Operations line after "SOpAttachHarnass" add "SOpHigherBy2". That will raise the height by 2 units. You can experiment to find out the exact height you need.
@RileyStarcraft: Go
HUZZAH! Thank you, sir. :) :)
Exuberation after a day without progress.
I <3 you. And the actor. Especially the actor.