Creating a Beam

Sensang

TH.net Regular
Reaction score
7
Hey,

I still havent figured out that data editor...
Please someone give me a hint how to solve an issue.

I want to create a beam that looks like the one from a void ray. Just that it has a 1 second cooldown and lasts for 0.3 seconds, dealing 20 damage every 0.1 seconds.

And thats basicly it. I would know how to do the damage i guess... At least i managed to create the same kind of effect for missiles. I just dont know how it works for beams. Especially what to do with its actor. I mean i want a persistent beam for 0.3 seconds.

Any tutorials on the matter would be appreciated too!
TIA :)
 

Sensang

TH.net Regular
Reaction score
7
Here's a pretty good tutorial that should get you started: http://forums.sc2mapster.com/resources/tutorials/3939-data-working-with-beams-beginner-difficulty/#p2

To make it damage over time you'll need to dig deeper, but it all becomes easier after you've used the data editor a bit.

Okay thanks a ton! Ill check out more tutorials from there...

To anyone interested im trying to build some sort of Mechwarrior game.
But it will be like a real time strategy game as opposed to some 3rd or 1st person shooter (dont think that really works online yet... hope blizzard will do something about that)

Is there a possibility to create periodic effects like "damage" other than with "create persistent"? Seems like kind of a workaround...
 

Builder Bob

Live free or don't
Reaction score
249
Okay thanks a ton! Ill check out more tutorials from there...

To anyone interested im trying to build some sort of Mechwarrior game.
But it will be like a real time strategy game as opposed to some 3rd or 1st person shooter (dont think that really works online yet... hope blizzard will do something about that)

Is there a possibility to create periodic effects like "damage" other than with "create persistent"? Seems like kind of a workaround...

Create persistent is meant for anything that stay in the world over time, like periodic damage in an area for instance. Most other effects does their thing and then they're gone.

Adding behaviors to units is also a good way to handle things periodically. You can deal damage over time on or around the unit with the behavior, etc.

When working with the data editor you just have to get used to having to make a lot of effects and behaviors for anything you want done. Simple and complex alike.
 
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