- Joined
- Dec 21, 2006
- Messages
- 490
hello there
problem 1:
i have a channeling chain lightning ability. you can cast it on a target, after 2 seconds a new target in range of the first target is targeted :d
this goes on aslong as the caster is channeling.
the ability can be cast by any player.
what i would need is a way to determine if any links inside the chain are dead and if so all links behind are set free and if the caster is still channeling a new target must be found by the last active chain link.
any ideas that are better than tracking each unit for each player in an array with triggers?
Create persistant (channeling) ---linked with init effect to --- Set --- A: Damage, B: Apply Buff C: Create Persistant --- C runs out--- Search Effect --- Set --- A ....
--------------One more problem-------------------
Problem 2:
Attaching the beam to the weapon. sounds easy since this is default BUT i had to change a little detail that seems to annoy me.
i have changed the beam frame from caster to target being able to react to some events happening on the targets.
i have tried everything : altering the container attach query, launchattachquery, launchsiteops, none of them work.
my model (dark templar) has a attachmentpoint weapon left. default beam actor and action is the archons one
problem 1:
i have a channeling chain lightning ability. you can cast it on a target, after 2 seconds a new target in range of the first target is targeted :d
this goes on aslong as the caster is channeling.
the ability can be cast by any player.
what i would need is a way to determine if any links inside the chain are dead and if so all links behind are set free and if the caster is still channeling a new target must be found by the last active chain link.
any ideas that are better than tracking each unit for each player in an array with triggers?
Create persistant (channeling) ---linked with init effect to --- Set --- A: Damage, B: Apply Buff C: Create Persistant --- C runs out--- Search Effect --- Set --- A ....
--------------One more problem-------------------
Problem 2:
Attaching the beam to the weapon. sounds easy since this is default BUT i had to change a little detail that seems to annoy me.
i have changed the beam frame from caster to target being able to react to some events happening on the targets.
i have tried everything : altering the container attach query, launchattachquery, launchsiteops, none of them work.
my model (dark templar) has a attachmentpoint weapon left. default beam actor and action is the archons one
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