I have an actor called CaptureBeam that's basically just some animation with defaults.
I created an actor called CaptureBeamAction that set Art:Beam to the previous one. In my action actor I have the following events:
Abil.Capture.SourceFinishStart: Create
Abil.Capture.SourceFinishStop: Destroy
During the ability's Finish phase the unit is channeling while a trigger is running. The ability has been tested and is working properly.
The only problem I have is that the animation doesn't play during the channel. What am I missing?
You set the model of your Beam (Simple) type actor? Action type actors can only be created by Damage and Launch Missile effects. Add those events to your beam directly.
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I'm not sure I understand you properly (It still doesn't work)
My CaptureBeam is a Beam (Simple) type actor. I changed the events on it to include Abil.Capture.SourceFinishStart: Create Abil.Capture.SourceFinishStop: Destroy. It didn't work, so I tried it with JUST these events and it failed again.
Am I doing it wrong?
Earlier I had a damage effect on the ability that does no damage and triggers the action actor, but then it could never be terminated for some reason, no matter what I tried.
Beams can essentially be handled in 2 ways, either with an Action actor, which needs a damage effect to work (since launching a missile is probably not what you are after when you need a beam) or just with the beam actor itself, which is best handled with a persistent effect (in my opinion).
For a capture beam, which does not involve damage, the 2nd option would probably be advisable. I would not use the ability events in the beam actor, try to use Effect events instead, with these it is easier to handle launch and impact attachments for source and target actors.
If your ability targets a unit and lasts for a duration, try to use a Create Persistent effect for the ability, then set up a Beam (Simple) actor, based on BeamContinuous. Add the following events:
Effect.Persistent.Start
->At Caster
Create
Effect.Persistent.End
->At Caster
->FromEffectTreeDescendant
AnimBracketStop BSD
Then set the Subject fields for Host, Host Launch and Host Impact to _Selectable, also for Host Impact, select the Target scope. Select site operations to attach them to your desired attachment points.
I have an actor called CaptureBeam that's basically just some animation with defaults. I created an actor called CaptureBeamAction that set Art:Beam to the previous one. In my action actor I have the following events: Abil.Capture.SourceFinishStart: Create Abil.Capture.SourceFinishStop: Destroy During the ability's Finish phase the unit is channeling while a trigger is running. The ability has been tested and is working properly. The only problem I have is that the animation doesn't play during the channel. What am I missing?
You set the model of your Beam (Simple) type actor? Action type actors can only be created by Damage and Launch Missile effects. Add those events to your beam directly.
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
I'm not sure I understand you properly (It still doesn't work) My CaptureBeam is a Beam (Simple) type actor. I changed the events on it to include Abil.Capture.SourceFinishStart: Create Abil.Capture.SourceFinishStop: Destroy. It didn't work, so I tried it with JUST these events and it failed again. Am I doing it wrong? Earlier I had a damage effect on the ability that does no damage and triggers the action actor, but then it could never be terminated for some reason, no matter what I tried.
Beams can essentially be handled in 2 ways, either with an Action actor, which needs a damage effect to work (since launching a missile is probably not what you are after when you need a beam) or just with the beam actor itself, which is best handled with a persistent effect (in my opinion).
For a capture beam, which does not involve damage, the 2nd option would probably be advisable. I would not use the ability events in the beam actor, try to use Effect events instead, with these it is easier to handle launch and impact attachments for source and target actors.
If your ability targets a unit and lasts for a duration, try to use a Create Persistent effect for the ability, then set up a Beam (Simple) actor, based on BeamContinuous. Add the following events:
Then set the Subject fields for Host, Host Launch and Host Impact to _Selectable, also for Host Impact, select the Target scope. Select site operations to attach them to your desired attachment points.
Edit: Nevermind, I managed to do it. Thanks for the help guys!
Check what the expire effect is targeting.
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