Author Topic: EffectBeam - deal damage?  (Read 374 times)

Legacy_Buddywarrior

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EffectBeam - deal damage?
« on: April 26, 2014, 11:38:33 pm »


               

I'm wanting to make a steady beam and if a player crosses that beam, they take damage. I've got the beams working just great, but unsure how to add damage if it's even possible.


 


 


 



               
               

               
            

Legacy_Tchos

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EffectBeam - deal damage?
« Reply #1 on: April 27, 2014, 12:01:45 am »


               

Well, an alternative would be for the beam to be purely the visual component, and the actual damage caused by a trigger in the same place.



               
               

               
            

Legacy_WhiZard

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EffectBeam - deal damage?
« Reply #2 on: April 27, 2014, 12:06:00 am »


               

Another route is to use the perception event to track when the object at the other end of the beam is no longer seen by the creature producing the beam.



               
               

               
            

Legacy_MagicalMaster

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EffectBeam - deal damage?
« Reply #3 on: April 27, 2014, 01:11:59 am »


               

Could also check an AoE along the path of the beam using either SpellCylinder or a series of circles along the path and do this checking every half second or something to see if something is actually in the beam.  I do something like this in Siege for the Succubi Trio fight.



               
               

               
            

Legacy_FunkySwerve

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EffectBeam - deal damage?
« Reply #4 on: April 27, 2014, 05:59:26 pm »


               

Triggers. We have a couple setups like this. Only real trick is checking to see if there's a beam effect applied to whatever object before applying trigger damage. I'll post code when I get home.


 


Funky



               
               

               
            

Legacy_MagicalMaster

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EffectBeam - deal damage?
« Reply #5 on: April 28, 2014, 01:22:56 pm »


               

He might be trying to do this on the fly, Funky, between any two locations -- meaning he can't pre-paint triggers in the toolset.



               
               

               
            

Baaleos

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EffectBeam - deal damage?
« Reply #6 on: April 28, 2014, 02:12:39 pm »


               

GetFirst/NextObjectInShape


 


use Shape Cylindar - you might be able to set it narrow enough that it acts like a beam.


 


You would need to use a pseudo hb to make it fire rapidly enough, to hit something that crosses its path.



               
               

               
            

Legacy_Buddywarrior

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EffectBeam - deal damage?
« Reply #7 on: April 28, 2014, 07:07:06 pm »


               

Thanks for the reply guys. All options would work depending on the need, I was wanting to use the beams like walls that force a player in a certain direction. Think Tron Light Bikes and the walls of light that cause damage when touched. I'm not sure if there is a way to make it as dynamic as I would like while maintaining accuracy. 



               
               

               
            

Legacy_FunkySwerve

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EffectBeam - deal damage?
« Reply #8 on: April 30, 2014, 04:31:11 pm »


               

Sorry for the delay in posting. Here's the onenter script of an area that has bea posts for lasers, and a lever, past the lasers, that can disable them:


 


http://pastebin.com/vS8ibGdV


 


I know it's likely going to be hard to understand without seeing the area, so please feel free to ask any questions you may have.


 


Funky



               
               

               
            

Legacy_Buddywarrior

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EffectBeam - deal damage?
« Reply #9 on: May 02, 2014, 04:57:08 am »


               

Thanks for the suggestion Funky, I'll give it a go!