So I'm using a copy of the Hellion attack and spawning one impact model at each offset of the Persistent effect. The model I'm using is "Light Armor Target Impact", the asset is "GenericImpactSmear". This spawns a line of dust effects as it should, most of the time.
The problem is that sometimes, the effect is much larger and denser than normal for no apparent reason. With a SetTintColor (black) event the normal appearance is a trail of black smoke about as wide as a Marine, the bugged version is a column of pure blackness the width of an Immortal.
I didn't change any settings from the defaults besides the Art: Scale field and the aforementioned SetTintColor event, so I have no idea what is causing this.
Sorry for being unclear, I only copied the effects off the Hellion. The actor is a basic ModelAnimationStyleOneShot which creates itself whenever the Search effect triggers. The bug occurs without any targets in range and seems to be time-dependent as setting a Period Duration>0 causes only part of the line to bug out.
I also tried using the Hellion actors at some point but the visuals wouldn't fire unless a unit was hit, while I want a fire-anywhere ability. I assume this is tied to the coding of Action actors and not easily fixed, and the beam didn't look good enough to warrant messing with a custom setup until all simpler options failed.
No, why would that help? The effect chain is Ability->Persistent->Search->Damage, the Persistent has 25 periods with offsets arranged in a line.
The creation event of the bugged actor is Effect.Search.Start->Create, why would adding a dummy set help? I know it's not related to targets hit, because it occurs even with no one in the AoE.
The Search already is set to Point. This is not an effect malfunction, everything including the visuals works fine most of the time. Except sometimes, seemingly at random, I get the black wall. It's still positioned correctly, to me it rather looks like the number of particles was increased hundredfold. I'll try it anyway later.
Edit: The Set doesn't help, even if I remove the tint event. On further inspection the thin, wispy appearance might be the bugged one. The effect seems to depend on the game speed, on Slowest I get mostly the solid version with a few thin patches, on Fast and Faster it's mostly the thin one. It's not an intentional limit on created particles, as spamming the ability on Slowest still produces the thick version while having 3x more particles on the screen than on Fast.
Are graphics card/memory issues known to cause such problems? Could someone with a PC capable of running Ultra-level graphics please try and reproduce this with the graphics set to High or so?
So I'm using a copy of the Hellion attack and spawning one impact model at each offset of the Persistent effect. The model I'm using is "Light Armor Target Impact", the asset is "GenericImpactSmear". This spawns a line of dust effects as it should, most of the time.
The problem is that sometimes, the effect is much larger and denser than normal for no apparent reason. With a SetTintColor (black) event the normal appearance is a trail of black smoke about as wide as a Marine, the bugged version is a column of pure blackness the width of an Immortal.
I didn't change any settings from the defaults besides the Art: Scale field and the aforementioned SetTintColor event, so I have no idea what is causing this.
Check your events for your beam and action actor. The hellion weapon has a few terms that may have been corrupted by duping.
It also might be a marker issue with your search hitting more than required.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Sorry for being unclear, I only copied the effects off the Hellion. The actor is a basic ModelAnimationStyleOneShot which creates itself whenever the Search effect triggers. The bug occurs without any targets in range and seems to be time-dependent as setting a Period Duration>0 causes only part of the line to bug out.
I also tried using the Hellion actors at some point but the visuals wouldn't fire unless a unit was hit, while I want a fire-anywhere ability. I assume this is tied to the coding of Action actors and not easily fixed, and the beam didn't look good enough to warrant messing with a custom setup until all simpler options failed.
Tried adding a Set effect between the searches and the persistent that is used for visual creation?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
No, why would that help? The effect chain is Ability->Persistent->Search->Damage, the Persistent has 25 periods with offsets arranged in a line.
The creation event of the bugged actor is Effect.Search.Start->Create, why would adding a dummy set help? I know it's not related to targets hit, because it occurs even with no one in the AoE.
Set effects are good for specifying point as a reference. Not sure if it will fix your issue but is worth a shot.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
The Search already is set to Point. This is not an effect malfunction, everything including the visuals works fine most of the time. Except sometimes, seemingly at random, I get the black wall. It's still positioned correctly, to me it rather looks like the number of particles was increased hundredfold. I'll try it anyway later.
Edit: The Set doesn't help, even if I remove the tint event. On further inspection the thin, wispy appearance might be the bugged one. The effect seems to depend on the game speed, on Slowest I get mostly the solid version with a few thin patches, on Fast and Faster it's mostly the thin one. It's not an intentional limit on created particles, as spamming the ability on Slowest still produces the thick version while having 3x more particles on the screen than on Fast.
Are graphics card/memory issues known to cause such problems? Could someone with a PC capable of running Ultra-level graphics please try and reproduce this with the graphics set to High or so?