Okay, so I have one setup that works, and one that doesn't. In both cases I'm creating a line AoE via Persistent offsets, and want a visual effect traveling in a straight line like the Hellion attack does. Except I can't use a preset beam model, so I'm firing an impact visual at each persistent offset. The problem occurs when firing over a "cliff level 0" area, when I want the visual effect to maintain its initial height across the chasm.
The one that works is a ModelAnimationStyleOneShot Actor with SOpShadow and Effect.SearchArea.Start->Create, everything else set to default. The SearchArea is the Periodic Effect of the main Persistent.
The one that doesn't work is a GenericAttack Actor. Here the Persistent directly triggers a Damage effect, which I set as the Attack Effect token on the actor. I tried setting SOpShadow as the Impact Site Op, allowing Position and Rotation under Accepted Transfers (same as the above Model Actor), using things like the TargetZ SiteOp but the effect always appears at ground height, deep down the chasm.
Is this some known weirdness with Action actors or something? Obviously I want the Action actor for shield visuals, and having a separate actor for the impact visual seems kind of klunky to me.
As far as I know the Hellion does not create any visual effects along its damage path. Instead it fires a flame burst from the attachment point of the Hellion unit actor.
The fact you found an actor solution that works astounds me since this is not a trivial problem. The periodic offset has no "Z" information next to delta cliff level (which has no impact on physical Z) so I would imagine it would create the effects in a line at ground level, even if it drops to the bottom of a chasm. The fact you have a solution is amazing and I would recommend you stick with it.
Logically it might come down to inheritance. Specifically Z inheritance since actors in SC2 use an absolute Z position which often is translated relative to ground Z. You might find the one method of actor creation is able to inherit the Z axis from the parent (the unit actor who caused it all) as opposed to the other which is either not inheriting Z or inherits it from something else (the ground for example).
Hmm, I can't track the cause right now. Tried removing all the additional Terms in the Attack Actor Events+ and setting as many fields as I could to the values on my other setup, but to no avail. Meanwhile, when I tack an Effect.Damage.Start onto the Model type actor, it just works, even with the Damage effect chain.
For anyone wanting to replicate, I'm literally only using a ModelAnimationStyleOneShot with an Effect.PersistentPeriodic.Start->Create event and SOpShadow. The latter actually seems to be critical in making it work, but does not help the Action actor.
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Okay, so I have one setup that works, and one that doesn't. In both cases I'm creating a line AoE via Persistent offsets, and want a visual effect traveling in a straight line like the Hellion attack does. Except I can't use a preset beam model, so I'm firing an impact visual at each persistent offset. The problem occurs when firing over a "cliff level 0" area, when I want the visual effect to maintain its initial height across the chasm.
The one that works is a ModelAnimationStyleOneShot Actor with SOpShadow and Effect.SearchArea.Start->Create, everything else set to default. The SearchArea is the Periodic Effect of the main Persistent.
The one that doesn't work is a GenericAttack Actor. Here the Persistent directly triggers a Damage effect, which I set as the Attack Effect token on the actor. I tried setting SOpShadow as the Impact Site Op, allowing Position and Rotation under Accepted Transfers (same as the above Model Actor), using things like the TargetZ SiteOp but the effect always appears at ground height, deep down the chasm.
Is this some known weirdness with Action actors or something? Obviously I want the Action actor for shield visuals, and having a separate actor for the impact visual seems kind of klunky to me.
As far as I know the Hellion does not create any visual effects along its damage path. Instead it fires a flame burst from the attachment point of the Hellion unit actor.
The fact you found an actor solution that works astounds me since this is not a trivial problem. The periodic offset has no "Z" information next to delta cliff level (which has no impact on physical Z) so I would imagine it would create the effects in a line at ground level, even if it drops to the bottom of a chasm. The fact you have a solution is amazing and I would recommend you stick with it.
Logically it might come down to inheritance. Specifically Z inheritance since actors in SC2 use an absolute Z position which often is translated relative to ground Z. You might find the one method of actor creation is able to inherit the Z axis from the parent (the unit actor who caused it all) as opposed to the other which is either not inheriting Z or inherits it from something else (the ground for example).
@ImperialGood: Go
Hmm, I can't track the cause right now. Tried removing all the additional Terms in the Attack Actor Events+ and setting as many fields as I could to the values on my other setup, but to no avail. Meanwhile, when I tack an Effect.Damage.Start onto the Model type actor, it just works, even with the Damage effect chain.
For anyone wanting to replicate, I'm literally only using a ModelAnimationStyleOneShot with an Effect.PersistentPeriodic.Start->Create event and SOpShadow. The latter actually seems to be critical in making it work, but does not help the Action actor.