Hmm, sounds interesting. Ill try that out, hope my understanding of turrets and attaching them will suffice. Still having a hard time to decide when i will need an actor and what i actually have to put into that actor :/
Another issue just came up: Morphing Towers with additional Turrets does not seem to go well. I use a Tower with zero additional Turrets that, once upgraded, should have 2 turrets flowing above its top,.. once upgraded again it should be 3. Build alone they all work well, upgraded the turrets do not show up and the effect is coming out of the ground.
Usually i use the "Ability Morph - Morph finished from [old tower] - create" and "Ability Morph - Morph finished to [new tower) - destroy" actors. They do work well for the other 4 Tower in my map. Not for this one tho (it is really just a copy paste of yours basically, just with a multi shot added)
Hmm, this seems to come closest to my question: All i found here about rotation and orbiting is how to move a model one time, for good. Is it possible to let a turret orbit a unit? Like a Zealot with a Glowing ball around his head, that is orbiting him and well, is a turret that shots?
Duplicated this great tutorial, only changed the model for the Nexus and the turrets. Basically the Nexus looks like a Dark Shrine now and the Turrets are golf balls (i wanted a glowing ball of light, but it does not seem to work with effects, only with actual items bleh, golf balls come close lol).
Now all works great but one thing i can not figure out. If i start your map the colossus beam is a straight line. If i do the same with my map its just different. It looks like the starter animation from the colossus beam, so it is like 2 beams starting spread out and coming together near the end of the animation.
Any idea why i am getting this? Double checked all beam model related things a few times now, and all seem to 100% match with your values.
Edit: i just found out myself: There is already an Actor Creation in the Turret Beam that is starting with the starting animation. In Your tutorial you wrote "create the following events", so i did a new one. It seems to use the first one in there tho, deleting that did the trick.
Can you point me out how you would go about making the Beam from your Lancer permanent? So it fires the Beam animation until the target is dead? I have been trying to get this to work for the past 8 hours and i am really frustrated right now. Also tried to check the VoidRay to see what i am missing, but i honestly just got confused some more lol
To clarify this a bit more: I tried about everything i could imagine. Most of the things i try seem to shot the beam... and it is even constant until the target dies, but AFTER that it does not clean up. The Beam stays there on the map.
Once i got it to disappear after it killed a unit, but only after about 5-7 seconds later...(don`t remember how i got that to work tho lol)
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Hmm, sounds interesting. Ill try that out, hope my understanding of turrets and attaching them will suffice. Still having a hard time to decide when i will need an actor and what i actually have to put into that actor :/
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Another issue just came up: Morphing Towers with additional Turrets does not seem to go well. I use a Tower with zero additional Turrets that, once upgraded, should have 2 turrets flowing above its top,.. once upgraded again it should be 3. Build alone they all work well, upgraded the turrets do not show up and the effect is coming out of the ground.
Usually i use the "Ability Morph - Morph finished from [old tower] - create" and "Ability Morph - Morph finished to [new tower) - destroy" actors. They do work well for the other 4 Tower in my map. Not for this one tho (it is really just a copy paste of yours basically, just with a multi shot added)
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Hmm, this seems to come closest to my question: All i found here about rotation and orbiting is how to move a model one time, for good. Is it possible to let a turret orbit a unit? Like a Zealot with a Glowing ball around his head, that is orbiting him and well, is a turret that shots?
0
Duplicated this great tutorial, only changed the model for the Nexus and the turrets. Basically the Nexus looks like a Dark Shrine now and the Turrets are golf balls (i wanted a glowing ball of light, but it does not seem to work with effects, only with actual items bleh, golf balls come close lol).
Now all works great but one thing i can not figure out. If i start your map the colossus beam is a straight line. If i do the same with my map its just different. It looks like the starter animation from the colossus beam, so it is like 2 beams starting spread out and coming together near the end of the animation.
Any idea why i am getting this? Double checked all beam model related things a few times now, and all seem to 100% match with your values.
Edit: i just found out myself: There is already an Actor Creation in the Turret Beam that is starting with the starting animation. In Your tutorial you wrote "create the following events", so i did a new one. It seems to use the first one in there tho, deleting that did the trick.
0
Can you point me out how you would go about making the Beam from your Lancer permanent? So it fires the Beam animation until the target is dead? I have been trying to get this to work for the past 8 hours and i am really frustrated right now. Also tried to check the VoidRay to see what i am missing, but i honestly just got confused some more lol
To clarify this a bit more: I tried about everything i could imagine. Most of the things i try seem to shot the beam... and it is even constant until the target dies, but AFTER that it does not clean up. The Beam stays there on the map. Once i got it to disappear after it killed a unit, but only after about 5-7 seconds later...(don`t remember how i got that to work tho lol)