I use a behavior to track whether or not the ability is active. Give the behavior a periodic effect that reduces energy on the caster. If the ability is canceled remove the behavior.
Yes, the weapon can initiate attacks. The enemy does attack back, but when it dies the medic just stops firing, even if there are more enemies right there.
The tutorial I followed. It just doesn't cover continuous beams. I completely forgot about the sentry's beam weapon! That was the perfect suggestion. I used a persistent effect like that and it works great! I had to go back and change the persistent's Target - Location to target point so the beam doesn't just hit the ground.
On the AI, I turned off the support unit flag and turned on "Disable Flee on Damage." Now the unit will acquire its first target and continue attacking, but when the target dies it doesn't acquire a new target; it just backs away again. Any thoughts?
Hi all, first post here. My first map is going to be a hero defense map to help me get the hang of stuff. One of my heroes is a modified medic. I've given her an attack using the heal beam but colored red. It works fine using ProzaicMuse's beginner beam weapon tutorial. But I'd like the beam to be continuous like the heal ability. Right now it plays the animation once for each attack. If I take out the Destroy from Events it does play continuously, but keeps playing for several seconds after the attack ends. What's the right way to do this? Is there a tutorial I've missed on continuous beams?
Also with the medic, she acquires attack targets automatically, but then tries to run away if she gets attacked. Is there a way to turn that behavior off?
EDIT: Correction, it seems she only tries to run away when I have other units nearby.
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@Obatztrara: Go
I use a behavior to track whether or not the ability is active. Give the behavior a periodic effect that reduces energy on the caster. If the ability is canceled remove the behavior.
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@Zurom: Go
Want to make them faster by default? Just increase move speed on the zergling.
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Yes, the weapon can initiate attacks. The enemy does attack back, but when it dies the medic just stops firing, even if there are more enemies right there.
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The tutorial I followed. It just doesn't cover continuous beams. I completely forgot about the sentry's beam weapon! That was the perfect suggestion. I used a persistent effect like that and it works great! I had to go back and change the persistent's Target - Location to target point so the beam doesn't just hit the ground.
On the AI, I turned off the support unit flag and turned on "Disable Flee on Damage." Now the unit will acquire its first target and continue attacking, but when the target dies it doesn't acquire a new target; it just backs away again. Any thoughts?
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Hi all, first post here. My first map is going to be a hero defense map to help me get the hang of stuff. One of my heroes is a modified medic. I've given her an attack using the heal beam but colored red. It works fine using ProzaicMuse's beginner beam weapon tutorial. But I'd like the beam to be continuous like the heal ability. Right now it plays the animation once for each attack. If I take out the Destroy from Events it does play continuously, but keeps playing for several seconds after the attack ends. What's the right way to do this? Is there a tutorial I've missed on continuous beams?
Also with the medic, she acquires attack targets automatically, but then tries to run away if she gets attacked. Is there a way to turn that behavior off?
EDIT: Correction, it seems she only tries to run away when I have other units nearby.