Anyone figure this out in their own experiments? I'm familiar with using action/model/sound actors and I considered using a persistent effect to create several dummy effects that would trigger the "flaming betty fire" effect in the 8 cardinal directions outwards from the position of the source unit using periodic offsets, but I found myself at a loss as to how to actually hammer it in.
Any tips, tricks, or suggestions would be greatly appreciated!
I imagine you'd create a "father" persistent which would have a Period count, duration, period effects, offsets and maybe a validator. the effect would to spawn a "child" persistent which generates the flame(s) in it's initial effect.
I use a similar setup to make a straight line hook like pudge from dota/war3. to make it extend forwards from your dude, put in enough offsets for every count and set the y to a negative number to move it forward each step. i.e -1 -2 -3 -4 -5 -6, ect. I imagine you might have to create a second set of father persistents so you can modify the direction for each line of flame.
Or something. But yeah I'd actually have to play around with it to figure it out.
I imagine you'd create a "father" persistent which would have a Period count, duration, period effects, offsets and maybe a validator. the effect would to spawn a "child" persistent which generates the flame(s) in it's initial effect.
I use a similar setup to make a straight line hook like pudge from dota/war3. to make it extend forwards from your dude, put in enough offsets for every count and set the y to a negative number to move it forward each step. i.e -1 -2 -3 -4 -5 -6, ect. I imagine you might have to create a second set of father persistents so you can modify the direction for each line of flame.
Or something. But yeah I'd actually have to play around with it to figure it out.
I thank you for your response. I did try tinkering around with a persistent effect in that way to begin with, and I'm sure one will be involved when I finally find out how to work this, but all I can achieve using that right now is 8 copies of the visual model I want all spawn at the offset locations and facing the same default model direction (south).
Ideally, I'd want the models to originate from the point of the caster and face out towards the offsets. I'm just not sure how that's achieved.
Anyone figure this out in their own experiments? I'm familiar with using action/model/sound actors and I considered using a persistent effect to create several dummy effects that would trigger the "flaming betty fire" effect in the 8 cardinal directions outwards from the position of the source unit using periodic offsets, but I found myself at a loss as to how to actually hammer it in.
Any tips, tricks, or suggestions would be greatly appreciated!
@urashimakt: Go
Bump!
I imagine you'd create a "father" persistent which would have a Period count, duration, period effects, offsets and maybe a validator. the effect would to spawn a "child" persistent which generates the flame(s) in it's initial effect.
I use a similar setup to make a straight line hook like pudge from dota/war3. to make it extend forwards from your dude, put in enough offsets for every count and set the y to a negative number to move it forward each step. i.e -1 -2 -3 -4 -5 -6, ect. I imagine you might have to create a second set of father persistents so you can modify the direction for each line of flame.
Or something. But yeah I'd actually have to play around with it to figure it out.
I thank you for your response. I did try tinkering around with a persistent effect in that way to begin with, and I'm sure one will be involved when I finally find out how to work this, but all I can achieve using that right now is 8 copies of the visual model I want all spawn at the offset locations and facing the same default model direction (south).
Ideally, I'd want the models to originate from the point of the caster and face out towards the offsets. I'm just not sure how that's achieved.
@urashimakt: Go
Desperation bump, ho!