Recently I have been working on a map where units collect different beam weapons by picking up items. (Loosely based on the Metroid Prime Games) I have successfully made the items and a few simple beam weapons (power beam, ice beam and plasma beam). Now what I want to do is make them each more distinctive by making it so that the ice beam temporarily reduces the movement speed of its targets, and that the plasma beam has DoT in addition to its normal damage.
Not knowing where to start, I decided to sort of follow this tutorial where the author adds a psionic storm effect to the photon cannon attack. I had an effect to apply a behavior that set "movement speed buff" or something of the sort to -60. I thought I had everything connected right, but after changing the weapon effect to my new create persistent effect (was previously set on the damage effect), the beam no longer shows up, and the attack does no damage. Needless to say, it doesn't freeze anything either.
Is this the right way to be doing this? Should I start over with some new method? If you were trying to create such an effect, how would you do it?
Any help that anyone could offer would be greatly appreciated.
If you've familiar with the data editor by following the tutorial, here's a guideline for your attack. Your attack will not only add effect that deal damage to unit but also add a behavior (buff) to the unit with some kind of duration. The buff will modify unit speed. Set period and periodic effect for the behavior that deal damage. Create actor for that effect to make sure when the periodic effect happen, an ice chills actor appear on the unit
I would actually use a "Set" rather than a create persistent, which is what I think progammer is trying to say. The set being a set of "Apply Behavior" and "Damage". Create persistent is more for lighting the ground on fire (or psi-storm).
Essentially:
Weapon - This is your weapon, it should be set up like you already have
Effect (Damage) - The weapons damage upon attacking a target (You can have this use the same effect, since the actor is already attached)
Effect (Apply Behavior) - Set this to apply your buff
Effect (Set) - Combine the above two effects
Set the weapon's Effect to the Effect (Set)
UPDATE: Ok, I have succussfully created the slow effect and the DoT Effect. I also successfully gave them actors so that models appear on the target with the behaviors. However, for the model I chose for the fire DoT behavior, it seems to attach to the very bottom of the unit, so it isn't very visible on most units. Is there a way to change What part of the unit the model appears at?
@Nahotnoj: Go
If you've familiar with the data editor by following the tutorial, here's a guideline for your attack. Your attack will not only add effect that deal damage to unit but also add a behavior (buff) to the unit with some kind of duration. The buff will modify unit speed. Set period and periodic effect for the behavior that deal damage. Create actor for that effect to make sure when the periodic effect happen, an ice chills actor appear on the unit
@Nahotnoj: Go
I would actually use a "Set" rather than a create persistent, which is what I think progammer is trying to say. The set being a set of "Apply Behavior" and "Damage". Create persistent is more for lighting the ground on fire (or psi-storm).
Essentially:
Weapon - This is your weapon, it should be set up like you already have
Effect (Damage) - The weapons damage upon attacking a target (You can have this use the same effect, since the actor is already attached)
Effect (Apply Behavior) - Set this to apply your buff
Effect (Set) - Combine the above two effects
Set the weapon's Effect to the Effect (Set)