• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

HIVE

Spellbound
Spellbound
Ah, right. I did make a vJASS version of Persistent Beam that's less buggy and has an integrated Void Ray system in it. You should check it out if Void Ray gives you any more issues.

It's on the Persistent Beam page.
Reaper51
Reaper51
I think I sort of fixed the beam height problem in ur map, it works across water and different cliff heights, it does not detect unit z height though so it will look a bit wonky during transitions like ramps or very uneven terrain, here is the map, and here are the parts I've edited:
https://www.hiveworkshop.com/pastebin/44014e098dcaedd8b7c769023326798214881/
https://i.gyazo.com/49ec66f09c0571be4c1a51e1d9106ca0.png
https://i.gyazo.com/2eae3d65038a5e14c1c8ad3f656ecb6e.png
https://i.gyazo.com/7a6eeaaeb8a640202f12a0296341b662.png

Work on in may still be needed for the special effects, caster offset height and auxiliary turret
Top