First off, I'm looking for the input of someone who has a lot of experience with Site (Mover)s. I'm making an ability that has a graphic somewhat similar to the Colossus' attack (A beam centered on the casting unit just spins 360 degrees around him), and I have everything working perfectly, except that the Site won't move to new locations. I've checked to make sure the dummy search effect I have is firing by attaching a different graphic to it, and it works fine. The beam also attaches to the site just fine, the damn site just won't move. The beam just stays directly in front of the unit, no moving whatsoever. I'm using exactly the same events/terms/actions the colossus sites do: Effect.<my dummy effect>.Impact, At Effect, MoverSetDestination2D.
On an entirely different note, regardless of what the game speed is locked into on my default game variant, it starts at Faster. I'm wondering if there is a way to fix this, or if the only way to get it work properly is just to select a different one, and then go back to the original (which sets it to the speed I want).
I am not quite sure what your asking but are u saying that your colossus "turret" isn't rotating towards its acquired target? If you look under the turret data type >> colossus you will find how the colossus rotates its center actor.
I'll break it down. Basically, I have an ability intended to make a beam which stays centered on the casting unit sweep around it in a circular pattern (if the data editor took polar coordinates, the same effect could be achieved by adjusting the beam's impact site polar coordinate by 30 degrees each second) . The ability creates a persistent which fires a search effect periodically, at 12 different coordinates which form a circle (or something resembling a circle). The beam is attached to the unit, and to a moving site. The site type is (Mover), and is intended to travel to each of these 12 points, forming a circle. The colossus attack does this with a line, and I've even gotten the colossus' attack to draw a circle on the ground. For some reason though, my Site (Mover) refuses to go where I want it to.
I've got the exact same problem as you do.
Did you succeed in moving your beam where you want too ?
If that can helps you, I want pretty much the same ability that you described : a circular moving beam around a target. My starting offset is set to 3.0, and that's where the beam starts and get stuck, meaning it does aknowledge the starting point but somehow is stuck on it.
Hope this helps. If you have any info on this, let me know !
First off, I'm looking for the input of someone who has a lot of experience with Site (Mover)s. I'm making an ability that has a graphic somewhat similar to the Colossus' attack (A beam centered on the casting unit just spins 360 degrees around him), and I have everything working perfectly, except that the Site won't move to new locations. I've checked to make sure the dummy search effect I have is firing by attaching a different graphic to it, and it works fine. The beam also attaches to the site just fine, the damn site just won't move. The beam just stays directly in front of the unit, no moving whatsoever. I'm using exactly the same events/terms/actions the colossus sites do: Effect.<my dummy effect>.Impact, At Effect, MoverSetDestination2D.
On an entirely different note, regardless of what the game speed is locked into on my default game variant, it starts at Faster. I'm wondering if there is a way to fix this, or if the only way to get it work properly is just to select a different one, and then go back to the original (which sets it to the speed I want).
I am not quite sure what your asking but are u saying that your colossus "turret" isn't rotating towards its acquired target? If you look under the turret data type >> colossus you will find how the colossus rotates its center actor.
@oldschool01: Go
I'll break it down. Basically, I have an ability intended to make a beam which stays centered on the casting unit sweep around it in a circular pattern (if the data editor took polar coordinates, the same effect could be achieved by adjusting the beam's impact site polar coordinate by 30 degrees each second) . The ability creates a persistent which fires a search effect periodically, at 12 different coordinates which form a circle (or something resembling a circle). The beam is attached to the unit, and to a moving site. The site type is (Mover), and is intended to travel to each of these 12 points, forming a circle. The colossus attack does this with a line, and I've even gotten the colossus' attack to draw a circle on the ground. For some reason though, my Site (Mover) refuses to go where I want it to.
Bumpity bump. I'm REALLY stuck on this.
@Myndful: Go
bump
I've got the exact same problem as you do. Did you succeed in moving your beam where you want too ?
If that can helps you, I want pretty much the same ability that you described : a circular moving beam around a target. My starting offset is set to 3.0, and that's where the beam starts and get stuck, meaning it does aknowledge the starting point but somehow is stuck on it. Hope this helps. If you have any info on this, let me know !
I finally found out what's wrong.
In the events of our actors there is some informations that are not shown in the overview.
Be sure to check in your copied "COLOSSUSATTACKBEAM" of the "MoverMove" line and "COLOSSUSATTACKIMPACTSITE" Signal*Arrival.
You'll know what to do when you see the told lines !