Staredit Network > Forums > SC2 Assistance > Topic: Arc Guide Targeting
Arc Guide Targeting
Mar 17 2013, 11:24 am
By: DevliN  

Mar 17 2013, 11:24 am DevliN Post #1

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Since my old Laser Target Splat cursors stopped working, I figured I'd switch to the new Arc actors for my laser guides. Though they work really well in theory, I'm having two issues with them that I can't seem to figure out.

1. If I move my cursor outside the range of the ability, the laser detaches (for lack of a better word) from the source unit and follows the cursor. Is there a way to make it fixed to the source unit so this doesn't happen?

2. I added events to the actor to make it Destroy when the targeting is off, but sometimes the line remains visible for a second regardless. Is there a good way to effectively prevent it from showing up after I click my target?



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Mar 17 2013, 12:06 pm Ahli Post #2

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from DevliN
1. If I move my cursor outside the range of the ability, the laser detaches (for lack of a better word) from the source unit and follows the cursor. Is there a way to make it fixed to the source unit so this doesn't happen?
Raise the range in the ability. If it is 500, the beam stays on the caster.




Mar 17 2013, 6:12 pm DevliN Post #3

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Ah, wow, that was easy. Haha. Thanks.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Mar 17 2013, 9:39 pm payne Post #4

:payne:

Quote from DevliN
2. I added events to the actor to make it Destroy when the targeting is off, but sometimes the line remains visible for a second regardless. Is there a good way to effectively prevent it from showing up after I click my target?
In the Actor Events, change the "Destroy.Normal" to "Destroy.Immediate" (I believe).



None.

Mar 17 2013, 10:29 pm Ahli Post #5

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Oh, also, I've heard that the campaign uses something like that somewhere. I would check out what Blizzard is doing. Obviously that might be the optimal solution with the target marker destruction.




Mar 17 2013, 11:13 pm DevliN Post #6

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Quote from payne
Quote from DevliN
2. I added events to the actor to make it Destroy when the targeting is off, but sometimes the line remains visible for a second regardless. Is there a good way to effectively prevent it from showing up after I click my target?
In the Actor Events, change the "Destroy.Normal" to "Destroy.Immediate" (I believe).
It's already set to that. I have a lot of events to remove it set up, but sometimes it lingers for a second.

Quote from Ahli
Oh, also, I've heard that the campaign uses something like that somewhere. I would check out what Blizzard is doing. Obviously that might be the optimal solution with the target marker destruction.
Hmm I don't remember ever seeing it used in the Campaign. There's a different wide 3-part beam that is used as a targeting feature, though. Maybe that's what you heard about?

Post has been edited 2 time(s), last time on Mar 17 2013, 11:25 pm by DevliN.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

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[02:58 pm]
Pr0nogo -- Suicidal Insanity
Suicidal Insanity shouted: Moose Naw - if that is an option, it should be a global option
agreed
[02:58 pm]
Pr0nogo -- no problem
[11:47 am]
rnDPrc -- Pr0nogo
Pr0nogo shouted: though idk if you can extract them from scr anymore since casc took effect, so you can download them here
Thank you :)
[11:28 am]
Suicidal Insanity -- Pr0nogo
Pr0nogo shouted: though idk if you can extract them from scr anymore since casc took effect, so you can download them here
SC:R still ships with all the old MPQs
[11:26 am]
Suicidal Insanity -- Otherwise it clutters up the UI and you have inconsistent names from location to location
[11:26 am]
Suicidal Insanity -- Moose
Moose shouted: Basically, anywhere that supports custom unit names should have an option to use the originals imo
Naw - if that is an option, it should be a global option
[11:10 am]
Pr0nogo -- though idk if you can extract them from scr anymore since casc took effect, so you can download them here
[11:08 am]
Pr0nogo -- rnDPrc
rnDPrc shouted: Where can I learn more about the default AI Scripts behavior? I'm having some problems here
extract the scripts using pympq and open them in pyai (using the python modding suite) and use nekron's guide as a reference
[10:57 am]
NudeRaider -- http://www.staredit.net/372001/ thou shalt not judge
[10:18 am]
rnDPrc -- I mean the Run AI Script trigger choices
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