Which makes beams self-destruct themselves after a timer. This way, the beams work when targeting multiple targets. But... They all become kind of... "Not Smooth." You can see this from the video that I made:
As you can see in the video, a beam that gets destroyed after a timer is not smooth - especially when targeting non-stationary targets. It flickers. If it stays like this, the beam will look bad. So is there a way to fix this problem and make the beams more "Smooth?"
I said a validated. The timer loops (creates another timer with the same name when it expires) and when the timer expires you use a Validate Unit/Effect term that uses a Validator to say does it need to destroy the actor or not.
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...! Yes, so I just made the beam create an additional timer when the timer expires - which makes the timer loop. Then I added Validate Unit TERMS in the destruction event - which used a Behavior Count validator. In-game, the beam never got destroyed as long as the caster was nearby - resulting in the screenshot attached to this post.
But right after that, I added Validate Unit TERM in both the creation and destruction events. When I tested it, I was back to the beginning, where the beam kept flickering. (You can see how I set the events in the second screenshot that I attached)
After I found out that this didn't work, I tried changing the very last Validate Unit to Validate Creation Effect, but once again, the beam didn't get destroyed just like the very beginning.
...! Yes, so I just made the beam create an additional timer when the timer expires - which makes the timer loop. Then I added Validate Unit TERMS in the destruction event - which used a Behavior Count validator. In-game, the beam never got destroyed as long as the caster was nearby - resulting in the screenshot attached to this post.
But right after that, I added Validate Unit TERM in both the creation and destruction events. When I tested it, I was back to the beginning, where the beam kept flickering. (You can see how I set the events in the second screenshot that I attached)
After I found out that this didn't work, I tried changing the very last Validate Unit to Validate Creation Effect, but once again, the beam didn't get destroyed just like the very beginning.
Am I missing something?
After this, I spent additional hours tweaking this, that, those, and the... Whatever I thought I could use to make this work. However, nothing worked, and this is the result.
By using the timers, the beams get destroyed when "Another Caster's" timer gets destroyed. So if I can't use "Caster-specific timers," using Timers seems like a 'no-go.' If this didn't use Behaviors but Effects, I could have used the TERM "FromEffectTree." Since this is behavior-based, there seems to be no way to destroy "Caster-specific" beams.
So if the only way is to create a beam - and destroy it periodically, which makes the beams to flicker....
Should I give up on this? Or is there another way? Maybe not using behaviors but Create Persistent Effects? (I tried using Create Persistent Effects but they failed since there was no way to make them Channeled, since passive-automatic abilities used behaviors(Aura), and they didn't seem to allow Channeling.
...! Yes, so I just made the beam create an additional timer when the timer expires - which makes the timer loop. Then I added Validate Unit TERMS in the destruction event - which used a Behavior Count validator. In-game, the beam never got destroyed as long as the caster was nearby - resulting in the screenshot attached to this post.
But right after that, I added Validate Unit TERM in both the creation and destruction events. When I tested it, I was back to the beginning, where the beam kept flickering. (You can see how I set the events in the second screenshot that I attached)
After I found out that this didn't work, I tried changing the very last Validate Unit to Validate Creation Effect, but once again, the beam didn't get destroyed just like the very beginning.
Am I missing something?
After this, I spent additional hours tweaking this, that, those, and the... Whatever I thought I could use to make this work. However, nothing worked, and this is the result.
By using the timers, the beams get destroyed when "Another Caster's" timer gets destroyed. So if I can't use "Caster-specific timers," using Timers seems like a 'no-go.' If this didn't use Behaviors but Effects, I could have used the TERM "FromEffectTree." Since this is behavior-based, there seems to be no way to destroy "Caster-specific" beams.
So if the only way is to create a beam - and destroy it periodically, which makes the beams to flicker....
Should I give up on this? Or is there another way? Maybe not using behaviors but Create Persistent Effects? (I tried using Create Persistent Effects but they failed since there was no way to make them Channeled, since passive-automatic abilities used behaviors(Aura), and they didn't seem to allow Channeling.
After this, I tried things such as combining two things - the timers and Create Persistent effects. However, it didn't work as when the timer was off, there was no way to pinpoint "Caster-Specific" timers. When a single timer was removed from the target, all beams targeting it disappeared, taking me back to the beginning.
Right after that, I tried using Create Persistent Effects only - since it is typically used in normal weapon beams. However, since it didn't have a channeling flag - the beams stacked over one another endlessly until the Create Persistent Effect ended. So I tried adding markers to these Create Persistent effects, and added Validators to Create Persistent effects in order to prevent them from stacking from one another - which also failed. It was as if the markers weren't there from the beginning. I wonder if its impossible to fire "ONE BEAM AT ONE TARGET" without using the channeling flags on the Create Persistent effect.
Now, I'm officially at a loss - and is perplexed.
Is this truly impossible....? Or is there a way that escaped my eyes once again?
Ok how is your passive ability set up. What events are you using for beam creation/destruction? The multicast issue sounds like you are using a behaviour to trigger beam creation/destruction.
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Thanks for the reply once again. And yes, I'm using behaviors and dummy damage effects for the beams. If you search "Pit Alarak Shield Regen Aura" in the normal SC2 Editor - Behaviors section(Make sure you have the LotV Campaign dependencies!), you will see the one that I'm using. It's the exact same one except that I changed the Modifications of the target behavior (To buff the target units instead of doing nothing). I'll upload the images for you can see!
Check the names of the image files for more detailed information.
ATTACHMENTS
Actor - Pit Alarak Power Conduit Reverse (Used for the Beams) BASIC INFORMATION
Behavior - Pit Alarak Shield Regen Aura (This is used by the Caster unit) BASIC INFO
Effect - Pit Alarak Shield Regen Aura Search (This is used to target units) BASIC INFO
Effect - Pit Alarak Shield Regen Set (The AB Effect is the main thing while the Dummy Damage 2 doesn't do anything) ...
Effect - Pit Alarak Shield Regen Aura AB (This is used to apply behaviors to target units) BASIC INFO
Thanks for the reply once again. And yes, I'm using behaviors and dummy damage effects for the beams. If you search "Pit Alarak Shield Regen Aura" in the normal SC2 Editor - Behaviors section, you will see the one that I'm using. It's the exact same one except that I changed the Modifications of the target behavior (To buff the target units instead of doing nothing). I'll upload the images for you can see!
Check the names of the image files for more detailed information.
Photo Attachments PART II (These are the ones related to beams)
EDIT: Image 1 of 3: Behavior - Psionic Aura (This is the behavior that is applied to target units)
ATTACHMENTS
Behavior - Psionic Aura (This is used applied to target units) BASIC INFO
Effect - Pit Alarak Shield Regen Dummy Damage (This is used to create the beams) BASIC INFO
Actor - Pit Alarak Power Conduit Reverse (Used for the Beams) EVENTS
The first one didn't work, and so the second one shows the patched version. However, the results always became like the ones you can see in the screenshots. (It flickers or never gets destroyed)
I'll do as you say and will make the beams create a timer on actor creation!
And yes, I'm validating a buff on the target for I wanted the beam to know if the target unit had the buff or not(Which didn't work). But Caster History? How do I use that? Are you talking about validators or is it something I can do about in the beam actor?
I changed the validator that checks the target unit and modified the Require Caster Unit section, and the result:
It still flickers. Maybe I still didn't quite grasp what the Caster History is yet?
Under Unit Compare Behavior Count validators there is the (None): Require Caster Unit - Value field. This field is how the liberator does not attack units buffed by liberators other than the caster.
Then under the buff you need to increase the max number of stacks but limit the number per caster.
! I already had the buff's period's duration a lot longer than the period. The buff's period: 0.1 / The buff's Duration: 0.75 And.... There is no Action actor used in this ability. It is purely based on behaviors and effects and a single actor that makes the beam on and off. Should I create an Action actor? And if so, where should I apply it?
By there being dummy damage effects in the effect tree it is indicative of Action actors being used to set the beam launch and impact hostings (otherwise they default to a point on the ground and not the unit). Does your Beam (Simple) actor have any SOp (Attachment) SOps under the hosting fields?
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Hello again, community of SC2Mapster!
This time I want to know if its possible to make beams more "Smooth" when using the way from:
https://www.sc2mapster.com/forums/development/data/228344-solved-is-it-possible-single-unit-firing-beams-at
Which makes beams self-destruct themselves after a timer. This way, the beams work when targeting multiple targets. But... They all become kind of... "Not Smooth." You can see this from the video that I made:
As you can see in the video, a beam that gets destroyed after a timer is not smooth - especially when targeting non-stationary targets. It flickers. If it stays like this, the beam will look bad. So is there a way to fix this problem and make the beams more "Smooth?"
I said a validated. The timer loops (creates another timer with the same name when it expires) and when the timer expires you use a Validate Unit/Effect term that uses a Validator to say does it need to destroy the actor or not.
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
In reply to DrSuperEvil:
So if the only way is to create a beam - and destroy it periodically, which makes the beams to flicker....
Ok how is your passive ability set up. What events are you using for beam creation/destruction? The multicast issue sounds like you are using a behaviour to trigger beam creation/destruction.
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
In reply to DrSuperEvil:
Ok check your events are not using dummy damage 2 by mistake. Also some pictures of your beam events for the ability you have modified would be nice.
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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
In reply to DrSuperEvil:
Just have the timer created on actor creation else you will get too many.
Problem might be you are validating a buff on the target (which explains your multicast problems). Are you using caster history like the liberator?
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
In reply to DrSuperEvil:
But Caster History? How do I use that? Are you talking about validators or is it something I can do about in the beam actor?
Under Unit Compare Behavior Count validators there is the (None): Require Caster Unit - Value field. This field is how the liberator does not attack units buffed by liberators other than the caster.
Then under the buff you need to increase the max number of stacks but limit the number per caster.
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
In reply to DrSuperEvil:
Umm... Unfortunately the beams fired by multiple casters can target the same unit already, as the beams already stack, and only 1 per caster.
Also, the Validate Unit that I use in my events already use the (None): Require Caster Unit - Value field and this is set to Caster.
So I guess... I was using the right validators.
You can even see them in action in my old videos where multiple casters target a single unit.
Is there still... An unforseen way for the beams to work?
Actors stacking is bad...
So your buff has a longer duration than the period applying it?
We now need to systematically look for the problems.
What is the Action actor set to?
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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
In reply to DrSuperEvil:
And.... There is no Action actor used in this ability. It is purely based on behaviors and effects and a single actor that makes the beam on and off. Should I create an Action actor? And if so, where should I apply it?
By there being dummy damage effects in the effect tree it is indicative of Action actors being used to set the beam launch and impact hostings (otherwise they default to a point on the ground and not the unit). Does your Beam (Simple) actor have any SOp (Attachment) SOps under the hosting fields?
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
In reply to DrSuperEvil:
How is the buff refreshed/replaced under the Behavior: Buff Flags field?
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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
In reply to DrSuperEvil: