UPDATE v3.2
- Fixed an issue with BeamEvent equal to 2.00 not working.
- The Archmage was updated to demo single-shot attacks with a charge-up fx.
UPDATE v3.1
- Fixed an issue where non-magic beams would not retarget when their current target died.
- Made the changes requested
here.
UPDATE v3.0
- Fixed an issue with attack-move orders not being followed after re-targeting had occured.
- Removed two lines of code that were unnecessary.
UPDATE v2.9
- Fixed an issue with deindexing
- Added BeamEvents & GUSC_Hash variables to the Variable Creator
- Order sequences should not longer be interrupted
- Updated documentation
UPDATE v2.8
- Fixed an issue where certain spells would interrupt beams regardless of whether they were allowed to or not.
- Added BeamEvents to allow you to catch various stages of the Persistent Beam. Refer to the README (at the bottom) for more information. In the demo map, try attacking the chickens to the north with a Flying Machine to see what events can allow you to do (kinda badly coded though).
- Updated Demo Map.
UPDATE v2.7
- Abilities will now interrupt beams. Add them to the new trigger Persistent Beam Ability
Interrupt Exceptions to make them not interrupt beams. This can be configured for immobilised or unimmobilised Beamer.
- You can now set the colour and transparency of the lightning effect. Use values between 0.00 and 1.00.
UPDATE v2.6
- Fixed an issue with issuing orders being bugged and not functioning properly.
UPDATE v2.5
- Fixed an issue with retargeting that made beams never terminate on beamers that have IsImmobilised set to false.
- Added spellbreaker as another example of what can be done.
- BeamConfig_SweepAOE[] set to 0 will now cause lock-on beams to reset if target has changed. Set this value to x2 of BeamConfig_Range[] to allow the beamer to immediately switch between targets without have to restart charge-up process.
UPDATE v2.4
- Added a new feature where you can configure an 'auxiliary turret' in the setup trigger. This allows you to set the beam to fire from a moving dummy. Refer to the Owl Scout for an example.
UPDATE v2.3
- Fixed an issue that caused beams to bug out if the average damage returned 0.
- You may now fire on the move if IsImmobilised is set to false. Check the Wisp for an example of that.
- Follow and attack-move should now work properly.
UPDATE v2.2
- The problem I was having seems to have been solved with the integration of a LastOrder system that now allows Beamers to resume following a friendly unit, or attack-moved to a location.
- follow range should now be set at configuration with BeamConfig_FollowRange[]. Default is 400. Hopefully this is the last config variable to be added.
- Beamers with BeamConfig_IsImmobilised[] set to false can now fire on the move if they are following a friendly unit.
UPDATE v2.1
- When a target moves out of range, the beam will acquire a nearby enemy as target if there is any nearby withing sweeping range, the same way it does for if the target dies.
- A beamer with non-AoE beams can now also use the sweep feature: the target will take damage only if they are within 20 units of the beam. This value become configurable in the next update.
- lock-on beams will now instantly target nearby enemies when their target moves out of range or dies, if their Beam_SweepAOE is higher than 0.
UPDATE v2.0
- Fixed an issue where stunning a Beamer would interfere with the dummy units carrying the beams.
UPDATE v1.9
- Removed all location variables and switched to x/y coordinates, which should improve performance.
- ForGroups have been replaced with FirstOfGroup calls within loops to further improve performance.
- You must now setup your dummy unit in the configuration trigger. This comes with the added advantage of being able to use dummies with different collisions as sometimes, depending on the unit, the center of the model will be offset by 16 units. Having a dummy with a collision of 16 will fix that.
UPDATE v1.8
- Added CasterAngle[] to allow you to configure the angle of the offset so you can align it with the unit's weapon.
- Lock-on beams will no longer strike a target at the center of the model. Instead the impact of the beam will appear to strike the surface of the model. This effect is not possible with non-locked-on beams.
UPDATE v1.7
- Attack speed is now use to calculate a dps instead of being locked to a specific value. Units gaining a temporary boost in attack speed will deal more damage instead of dealing it faster.
- You can now configure how many times you want the beam to strike within 1 second. The default is 3, but feel free to crank it up to 11 (literally) for a smoother health drain.
- Fixed an issue where locked-on beams would not update the location of Beam_Caster[] in relation to the target.
UPDATE v1.6
- Updated to use Damage Engine v3.5.4.1. There should no longer be random moments when damage was applied when it shouldn't have been.
UPDATE v1.5
- The DamageType can now be configured on setup. Refer to the Gargoyle.
UPDATE v1.4
- Beamers are now configured upon being indexed, not every time they begin projecting a beam.
UPDATE v1.3
- Fixed an issue where buildings were not being damaged.
UPDATE v1.2
- Fixed a problem with lock-on beams not dealing any damage.
- Lock-on beams can now reaquire targets without having to recharge while still in charge-up phase.
- Fixed an issue where the units were taking damage during charge-up. This *should* be fixed.
- Attack-move orders should now cancel a beam if there are no enemies nearby.
UPDATE v1.1
- Fixed a problem where the beams would randomly terminate. This required the removal of a grace period where the Beamer could reacquire a new target. In retrospect, the inclusion of an automatic re-targeting section in the trigger made that redundant, so no big loss.
- Simplified the importation/installation process to no longer require an ability for immobilising the Beamer.