Hey all,
hope you can help me. I'd like to create a targeting beam (like a laser pointer) for a sniper ability.
The ability works like this: when you run it there's some kind of a preparation time of 3 seconds until the "spell" is cast and the shot gets fired.
During this preparation time I'd like to show my allies that the ability is activated with this beam (or laser pointer) which goes from my hero to the target.
The beam should only be be visible for the allies only. So that only they can see that the snipe was activated.
What doesn't work right now is the direction of the beamer. It always goes to the lower left corner (to 0,0 coordinates) and it doesn't come out of the weapon.
How do I get the beam coming out of the weapon and aiming the enemy's head and of course following the enemy then? And what do I have to do that only the allies see that beam?
I think it has something to do with the model you're using. That's probably the Point Defense Drone Beam, no?
I've tinkered around with that, too and it ALWAYS goes to the 0/0 coords, even though my set-up worked fine with every other beam.
There's probably something special about that beam, and I'd love to know what, too. :/
i don´t know either,
but what i can say is, to make it invisible to your enemies, there is an option for the actors called "actor - filter".
Check "self" and "allie" and it´ll be only visible to you and your allies ;D
look at the the probe attack actor, it has 4 fields:
Attachment - Damage Attachment Query +
Attachment - Damage Reattachment Query +
Attachment - Impact Attachment Query +
Attachment - Impact Reattachment Query +
@kotzwuerg I'm using a beam actor so the fields you described are missing here.
So can you also solve the targeting beam problem with an action actor. How would you do it it then? Thx again.
BTW: I will check the "visibility to allies only" settings as soon as multiplayer with custom maps works.
look up the hunter seeker missile, it projects a red laser toward its target at all times. I'm almost certain you could compare this data to yours and find what's missing.
I think you even have to do it with an action actor + beam actor. the fields i described are in the action actor.
but i don´t really know how to make a constant beam at the target :/
Hey kotzwuerg! Did you solve the problem? I would love to know how to set it up. At the moment i am trying to build a Point Defense Drone witch can attack enemys with the laser beam of the hunter seeker missile. Although my PDD deals damage it doesn´t show any laser-beam actor. I have tried to add ActorCreation to events and changed the Hosting Field types in the Beam Actor without success. Any help would be appreciated.
EDIT: I recreated the whole unit and now its seems to work just fine. :)
Hey all, hope you can help me. I'd like to create a targeting beam (like a laser pointer) for a sniper ability. The ability works like this: when you run it there's some kind of a preparation time of 3 seconds until the "spell" is cast and the shot gets fired. During this preparation time I'd like to show my allies that the ability is activated with this beam (or laser pointer) which goes from my hero to the target. The beam should only be be visible for the allies only. So that only they can see that the snipe was activated.
What doesn't work right now is the direction of the beamer. It always goes to the lower left corner (to 0,0 coordinates) and it doesn't come out of the weapon.
How do I get the beam coming out of the weapon and aiming the enemy's head and of course following the enemy then? And what do I have to do that only the allies see that beam?
Thanks for your help, Shorty8Gs
This is my configuration so far:
And this is what it looks like ingame:
This is what it sould look like ingame:
I think it has something to do with the model you're using. That's probably the Point Defense Drone Beam, no?
I've tinkered around with that, too and it ALWAYS goes to the 0/0 coords, even though my set-up worked fine with every other beam.
There's probably something special about that beam, and I'd love to know what, too. :/
i don´t know either, but what i can say is, to make it invisible to your enemies, there is an option for the actors called "actor - filter". Check "self" and "allie" and it´ll be only visible to you and your allies ;D
additionally, I figured out how to aim for the head.
look at the the probe attack actor, it has 4 fields:
Just change all these values to : AMFilterHead:Head
I hope this solves your problem.
Thx, for your help.
@kotzwuerg I'm using a beam actor so the fields you described are missing here. So can you also solve the targeting beam problem with an action actor. How would you do it it then? Thx again. BTW: I will check the "visibility to allies only" settings as soon as multiplayer with custom maps works.
look up the hunter seeker missile, it projects a red laser toward its target at all times. I'm almost certain you could compare this data to yours and find what's missing.
@Shorty8Gs: Go
I think you even have to do it with an action actor + beam actor. the fields i described are in the action actor. but i don´t really know how to make a constant beam at the target :/
@kotzwuerg: Go
Hey kotzwuerg! Did you solve the problem? I would love to know how to set it up. At the moment i am trying to build a Point Defense Drone witch can attack enemys with the laser beam of the hunter seeker missile. Although my PDD deals damage it doesn´t show any laser-beam actor. I have tried to add ActorCreation to events and changed the Hosting Field types in the Beam Actor without success. Any help would be appreciated.
EDIT: I recreated the whole unit and now its seems to work just fine. :)