GBKND
This is the code for a lock on beam! It has the same characteristics of that of Symmetra’s old beam. It doesn’t deal any damage or add any status effects; it’s purely a template for you to build off of. You can change the view angle the beam attaches/detaches at those specific rules.
This is for those who are trying to make lock-on weapons, specifically for those trying to make Symmetra’s old weapon. This is the building block for your code! I hope it helps.
Thanks to @AlaskaWolf for helping me with the beam effects a while back - they’re the reason why the beam appears to come from your weapon instead out of thin air.
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It still might be gimmicky and might need some tweaking (specifically when the target is out of range, maybe put (destroy all effects) on (loop if condition is true)) if you’re having problems with the beam appearing when there’s no target
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Some things that I found very weird and off.
- The color, its aqua not purple.
- it wasn’t appearing sometimes when there was no target.
- I believe there is a way to make it do damage, if not its okay.
- Its keybinded to sym’s secondary. I think there is a way to disable her primary and keybind it to her primary instead of her secondary.
I have a Sym 1.0 code, if you want i can give it to you so you can look at some of the rules of it and take and edit some into your noodle beam one!
This wasn’t meant to be a Symm 2.0 Gun code, more of a template for people to make lock-on beams of their choice. People could adjust the variables to their likings and I just chose purple because I was modeling it after Moira’s secondary fire.
And yes, you can make it deal damage. I’m leaving that up to whoever decides to use the code.
If you wanted to keybind it, you’d have to go into the beam rules and change all of the instances of “secondary fire” to “primary fire”
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Ah that makes more sense!Thank you for explaining this to me. I’ll keep this in mind!
Are you new to the workshop or are you a veteran?
New…Very new…
I am not familiar with the workshop at all but I know some things. I take somethings with certain codes of mines and edit things to make it similar to previous designs. I learn new things about it everytime but idk a lot about it. I joined in march 2020 fyi
I updated the code with some more rules.
Okay, so here’s what you want to do to make it like Symm’s old beam:
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Adjust the attach angle to Symm’s old one (In the “Targeting” rule, change all instances of 15 to the angle of your choosing. Also do this in the “Target Reset: Not Firing” rule)
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Adjust the detach angle to Symm’s old one (In the “Target Reset: View Angle” rule, change the number 80 to the old angle)
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In the “Secondary Fire Beam” section, change all instances of “purple” to “aqua”
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In the new “Damage” rule I added, you’re gonna have to use some Variables.
I’m gonna walk you through what you’re gonna need to do.
- Change the number 3 in the damage rule to Player Variable A.
- Create a new rule. Name it whatever you want.
- Create a condition: (Is button held(secondary fire) = true)
- Create another condition: (Player Variable (Event Player(Target)) = true)
- Create an action: (chase player variable at rate(event player, B, 100, X, destination and rate) X will be the rate that Symm’s beam will charge up at.
- Create another rule. Name it whatever you like.
- Create a condition: (player variable(event player, B) < 33)
- Create an action: (set player variable(event player, A) = X) X will be the level 1 damage of your beam.
- Repeat steps 6-8 twice, changing the damage with each level. The only other changes you need to make are:
- Add another condition: (player variable (event player, B) >= X) X will be the initial percentage the beam will level up at.
- Add another rule. Again, name it what you want.
- Create a condition: (is button held(event player, secondary fire) != true)
- Create an action: (wait, X, abort when false) X will be the period before your beam starts to decharge.
- Create an action: (chase player variable (event player, B, 0, X) X will be the rate it decharges at.
NOTE : Make sure that before each time you add a “chase player variable” rule, you create (stop chasing player variable(event player, B) and a (wait, 0.016, abort when false) action.
If you need some help coding it, I have some free time later to put together a rough version of the code. Let me know if you have any problems.
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Thank you! I want to make old designs of heroes to make people happy! And I can’t do that since I barely know anything about the workshop. Like when I asked about sym 2.0’s shield in the workshop! I know its possible but very very hard to do so. You are a savior lmao
but holy crap this is so amazing, bravo to you and alaskawolf
So I did everything you told me to do and i have a question and help
Question: Am I able to make it waste ammo? and is it able to show when not hooked onto an enemy?
Help: Its not doing damage. And sometimes when I hold it it extends to the end of the map.
This is what I did Code: P4DYS
FYI I changed the button held secondary to button held primary. And if you can can you tell me some of the things i did wrong possibly?
tHANK YOU THANK YOU IVE BEEN WAITING FOR SO LONG
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So I updated your code: VB25W
I added the ammo consumption (as you asked) and made it so that it no longer connects to dead players.
The reason you weren’t dealing any damage was because you added the (chase player variable at rate) rule AFTER you started chasing it. What happened was that it started dealing damage and then immediately stopped because you ordered it on reverse. The stop goes on top to prevent the variable from getting chased by two different actions.
And your ordering was a little off in the conditions. You had the maximum charge of each level at 3, which is 3%. I think you just misunderstood what I was saying (no worries! Mistakes happen!) and put the max LEVEL and not the max PERCENTAGE. The max percentage is the percentage that the beam will move up to the next level.
Other than that, you did good. Let me know if you run into any problems.
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these are the things i misunderstood because 2 of them sounded exactly the same to me haha. thanks for clearing things up
So I put some rules from that sym 1.0 code into the sym noodle beam code and this is what I got
R3YFS
Since you told me it will take a lot of programming? to make sym 2.0’s shield I was wondering if you knew how to do it and could teach me on how to do it. I remember you told me that you need to make a dummy bot, set it as invisible. and something else cause I think that you can bind something (which would be LSHIFT aka syms turret icon)
The easy way is to create an invisible Sigma Bot at Symmetra’s current position. When she presses ability 2, make the sigma start holding secondary fire. The only problem with this is that I think the shield would be invisible, and the only way to make it visible is to make Sigma, press secondary fire, and then immediately teleport him super far away so he isn’t visible. In this specific case you wouldn’t make sigma invisible.
I’ll take a look at your code and give you some advice if you need it. Also like how you call it the “noodle beam code” lol.
I’m trying to figure out what it is exactly these final rules are. Since you didn’t name them I’m not sure what you’re trying to do. (Don’t worry, I do this all the time lol. But other people don’t know what your thought process is and don’t know what you’re trying to do.)
I have one piece of advice for you: At the bottom of your screen when editing an action or condition, you will see a button called “show details.” USE IT. I was pretty much self taught in the workshop and this tool was one of the main ways I did it. It will describe what each value does and how to edit those values. It’s an invaluable tool and I still use it to this day.
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those last 4 rules are this
They replaced the LSHIFT turret button and instead of placing down the turrets with LSHIFT it transfers the ability over to E which is the top button. So you press e, tp shows up but you aim at a wall, click M1 and bam! a turret appears and launches out. LSHIFT was used for the sym 1.0 code and it gave shields to an ally for 2 seconds, and it lasted 8 seconds as a CD and made her say the voiceline, “Hello”
So i removed the LSHIFT shield ability and made it so it was only the E turret thing but whenever i place tp down it stops syms movement speed completely
And i didn’t see a show details thing D:
You don’t see that??? No way. That thing has helped me loads.
The only thing I think I’d say is that you seem to make things a little too complicated for yourself. For example: you set Symmetra’s speed to 0 by using (set move speed(event player, 100-100)) when you can just set it to the number 0. You don’t need to subtract the two.
Also, the (set projectile speed) is as a percent of her current speed, not a direct speed. You’ve set it to three, so it only moves at 3% of its current value (which is very, very slow)
Oh, and I adjusted your health a bit to make it fit her old form: TAGQD
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