• 0

    posted a message on how to make a targeting beam (like a laser pointer)

    Thx, for your help.

    Quote from kotzwuerg: Go

    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.

    Posted in: Miscellaneous Development
  • 0

    posted a message on how to make a targeting beam (like a laser pointer)

    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:

    [config]

    And this is what it looks like ingame:

    This is what it sould look like ingame:

    Posted in: Miscellaneous Development
  • 0

    posted a message on Custom UI: how to use own textures?

    Hi,

    I'm about to make a new texture for a dialog (custom UI) The dialog is 1000x182px and lies on the bottom of the screen (always visible). However ingame the textures get sliced and the slices are put together completely mixed up. I converted my textures into dds. Also some of the original textures of blizzard are shown mixed up, ingame. So I guess I have to set up something in my trigger? But what and how? Or is there a specific given pattern I have to save my textures?

    This is what my texture should look like

    //dl.dropbox.com/u/1599514/G.H.O.S.T's/HeroBar richtig.jpg" rel="noopener nofollow" target="_blank">https://dl.dropbox.com/u/1599514/G.H.O.S.T's/HeroBar richtig.jpg" alt="[img missing]: original texture" title="[img missing]: original texture">

    And this is what it looks ingame

    //dl.dropbox.com/u/1599514/G.H.O.S.T's/HeroBarIngame.png" rel="noopener nofollow" target="_blank">https://dl.dropbox.com/u/1599514/G.H.O.S.T's/HeroBarIngame.png" alt="[img missing]: ingame texture" title="[img missing]: ingame texture">

    This is the original blizzard texture I tested (which also gets sliced like mine, ingame)

    //dl.dropbox.com/u/1599514/G.H.O.S.T's/SC2 Textur Editor.jpg" rel="noopener nofollow" target="_blank">https://dl.dropbox.com/u/1599514/G.H.O.S.T's/SC2 Textur Editor.jpg" alt="[img missing]: original blizzard texture" title="[img missing]: original blizzard texture">

    Thanks in advance for any help

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.