If you want it to shoot lightning from both arms simultaneously you can simply create 2 different beam actors with different attachments points.
If you want it to alter between the two arms with each shot, you'll need an attachment method pattern, I suggest you look at the viking for more info on that.
I solved this problem in my map by using Set/Get Dialog Item Style. Just make sure you don't have any text directly in your button and changing the style shouldn't effect the apperance at all.
Dialog - Set (Last created dialog item) style to "CardButton1" for (All players)
(Style of (Used dialog item) for (Triggering player)) == "CardButton1"
Multiply
Options: Function
Return Type: Integer
Parameters
x = 0 <Integer>
a = 0 <Integer>
Grammar Text: Multiply(x, a)
Hint Text: (None)
Custom Script Code
Local Variables
r = 0 <Integer>
Actions
Variable - Set r = (x * a)
General - Return r
and how to use it in your trigger
Events
Game - Map initialization
Local Variables
y = 5 <Integer>
Conditions
Actions
Variable - Set y = (Multiply(y, 4))
Do you want the rocket impacts to only visually spread out across a small area, or do you want the damage to be spread out as well?
If it's only visually then you need to look at actors, although if it's both, then there's not way it can be solved through actors only.
I guess you're talking about permanently rotating it so that it would be running around on it's head. The easiest way to do this seems to be by adding a Host Site Operation to the marine actor. Make a new Site Operation (Explicit Rotation), set the ID to something that you'll remember, and change these fields.
Forward = (0.000000,-1.000000,0.000000) | Changes "forward" from the unit's PoV to it's current forward.
Is Local = Enabled | If this is not enabled the unit will be stuck in the set rotation
Up = (0.000000,0.000000,-1.000000) | Changes "up" from the unit's PoV to the opposite of the unit's current "up" e.i. down.
Once you're done setting up the site operation, go to the actor of the unit that you want to turn upside down. Scroll down to the field called "Host Site Operations - Operations" and enter the ID for your site operation. If there's already a site operation entered just put yours after the excisting one and separate them with space. This is what it should look like if you called the site operation "UpsideDown" and add it to the medivac:
Host Site Operations - Operations | UpsideDown
The "up" Vector in this image would be the blue arrow (x=0,y=0,z=1), while the green arrow (0,-1,0) is the "forward" vector.
What you want to do is keeping the forward vector as it is (0,-1,0),
and changing the direction of the up vector to (1,0,0) (= to the left) or (-1,0,0) (=to the right).
Afaik you need to use a site operation, since the SetRotation actor message is canceled when the unit moves.
The host site operations are actors that you have to add yourself unless they already exist. Usually the only SOp (Site Operator) you need is a attachment SOp, and most of those already exist.
This is assuming you have a gattling model that you want to attach tho..
It is idd a bug. The event can be found in the library under Unit -> Abilities.
One simple way to solve this is to copy the even from the library, to your own custom library (or make it local). Then set the Behavior parameter to take a behavior instead of an ability.
I don't think there's any need to create a persistant. You can prolly just go straight for the search area effect.
If you set the search area arc to 90 or so it should (I think) search in front of the casting unit. If you only want your unit to hit one target at a time you can set the maximum count to 1.
Set "Areas - Effect" to your effect damage and you should have a working melee effect.
0
If you want it to shoot lightning from both arms simultaneously you can simply create 2 different beam actors with different attachments points.
If you want it to alter between the two arms with each shot, you'll need an attachment method pattern, I suggest you look at the viking for more info on that.
0
I solved this problem in my map by using Set/Get Dialog Item Style. Just make sure you don't have any text directly in your button and changing the style shouldn't effect the apperance at all.
Dialog - Set (Last created dialog item) style to "CardButton1" for (All players)
(Style of (Used dialog item) for (Triggering player)) == "CardButton1"
0
Custom Function
Multiply
Options: Function
Return Type: Integer
Parameters
x = 0 <Integer>
a = 0 <Integer>
Grammar Text: Multiply(x, a)
Hint Text: (None)
Custom Script Code
Local Variables
r = 0 <Integer>
Actions
Variable - Set r = (x * a)
General - Return r
and how to use it in your trigger
Events
Game - Map initialization
Local Variables
y = 5 <Integer>
Conditions
Actions
Variable - Set y = (Multiply(y, 4))
0
Again, do you want the damage effect to be spread out, or do you only want it to look like the effect is spread out?
0
Do you want the rocket impacts to only visually spread out across a small area, or do you want the damage to be spread out as well?
If it's only visually then you need to look at actors, although if it's both, then there's not way it can be solved through actors only.
0
Messed around a bit with attachments tonight, you might find some useful stuff in this map.
Didn't bother making things look smooth :p
0
The "up" Vector in this image would be the blue arrow (x=0,y=0,z=1), while the green arrow (0,-1,0) is the "forward" vector.
What you want to do is keeping the forward vector as it is (0,-1,0),
and changing the direction of the up vector to (1,0,0) (= to the left) or (-1,0,0) (=to the right).
Afaik you need to use a site operation, since the SetRotation actor message is canceled when the unit moves.
0
Here's smth I posted on IRC a while back.
http://bildr.no/view/651076
The host site operations are actors that you have to add yourself unless they already exist. Usually the only SOp (Site Operator) you need is a attachment SOp, and most of those already exist.
This is assuming you have a gattling model that you want to attach tho..
0
It is idd a bug. The event can be found in the library under Unit -> Abilities.
One simple way to solve this is to copy the even from the library, to your own custom library (or make it local). Then set the Behavior parameter to take a behavior instead of an ability.
0
A doodad = an actor, so the action you're looking for is "Create Actor".
0
You could add an option to change the UI scale. That'll prolly make it easier to change to automatic scaling is they add support for that.
0
Can't check the editor atm, but what you're trying to do is definitely doable.
There's loads of information here.
0
The function returns a string value.
0
I don't think there's any need to create a persistant. You can prolly just go straight for the search area effect.
If you set the search area arc to 90 or so it should (I think) search in front of the casting unit. If you only want your unit to hit one target at a time you can set the maximum count to 1.
Set "Areas - Effect" to your effect damage and you should have a working melee effect.
0
Catalog Field Value Get
Catalog: Weapons
Entry: "Marine"
Field Path: "Range"
Player: 1
Will return "5" as a string, which easily can be converted to a integer/real. Entry is the unit ID, not the name.