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\:
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[10:02 pm]
Suicidal Insanity -- So you can do that
[10:02 pm]
Suicidal Insanity -- But the new text trigger engine uses "Unused location (%d)" for locations which are either unused or have no name
[10:01 pm]
Suicidal Insanity -- Not sure if I disabled that
[10:01 pm]
Suicidal Insanity -- I think scmdraft autogenerates names for you if you do that on map load
[09:59 pm]
Wormer -- Where are those colors for locations which name ends with a color code? :P
[09:54 pm]
Wormer -- Yeah locations with same names are restrictive if I say want to give all locations empty names to save strings
[09:45 pm]
Suicidal Insanity -- One thing I did change - it no longer uses "Invalid Location" for all unused locations
[09:45 pm]
Suicidal Insanity -- And locations
[09:45 pm]
Suicidal Insanity -- You can also give multiple units the same custom name
[09:40 pm]
Wormer -- a thing that can break triggers on recompile http://www.staredit.net/372415/
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