Hey guys, does anyone know how to utilize Actor Create action for creating action actor. I don't get what should i put in this content fields. I made chain lighting via triggers but i need to create actor scope for each chain separately within a trigger because right now it works okay but i can use only one chain per caster simultaneously.
Do you mean you only see the caster->first target beam, and don't see the following beams between targets? Or you can't see the second whole chain if the previous one haven't finished iterating?
Generally, if you have problems with action actor, could try to use separate beam simple actors for beams and and model/sound actors for impact/launch effects. Usually helps for me, but I don't use triggers, not sure if you have similar issues.
But still it can be done with action actor (again, in pure data), as proved by Kueken.
Btw, what is the reason you do stuff like this intriggers? Data approaches has faster response, they are less perfomance consuming, more elegant, easier modifiable and faster implementable.
no, i have properly worked chain lighting but it has following setup: i have one action actor and one beam actor. I'm searching for targets and causing damage from caster via triggers (DamageUnit with bonus action). This effect has linked action actor for creating beam. Beam sending reference of it's ::HostImpact to Actor of a caster unit (it's scope). SO when i'm firing multiple effects from my caster, Second beam starts from endpoint of previous beam, and chain works properly. But when i'm firing second chain lighting before my previous sequence ends, i have issues, cuz second beam referencing it's endpoint to same actor scope (caster). So i need somehow to create separate actor scopes for each chain lighting where i can store endpoint's references.
Do you mean you only see the caster->first target beam, and don't see the following beams between targets? Or you can't see the second whole chain if the previous one haven't finished iterating?
Generally, if you have problems with action actor, could try to use separate beam simple actors for beams and and model/sound actors for impact/launch effects. Usually helps for me, but I don't use triggers, not sure if you have similar issues.
But still it can be done with action actor (again, in pure data), as proved by Kueken.
Btw, what is the reason you do stuff like this intriggers? Data approaches has faster response, they are less perfomance consuming, more elegant, easier modifiable and faster implementable.
Thats not all true. For example, with triggers i can Much more easily create 12-20 element chains, and modify damage number of jumps dynamicaly, also i don't need to create 20+ data objects for this. My current setup uses 1 action actor and 1 beam actor in data, all other stuff done in triggers. This adds more flexibility, especialy for rpg-like map
My data chain lightnings use a very similar method, however they always jump properly, even for multiple casts, and they use a relatively low amount of data objects as well (1 action, 1 beam, 6 effects, 1 behavior, 1 validator), independent of jump count.
The jumps run on separate actor scopes, because the scope is created by the inital effect. Their multiple casts are only limited, because I use a behavior on the caster to keep track of jump count. For infinite jumps, they work perfectly even for multiple casts.
It should be possible to combine our methods to get a working chain lightning, either by creating your action actors on the scope of the initial effect via trigger somehow, however, I don't have experience in handling action actors via trigger, or by transfer jump count tracking to triggers somehow (or find a MUI way of tracking jumps in data)
Well, thanx for sharing this, i'll share my method, so you can see the issue. I found that the whole action actor can be created with Galaxy script however, because the action actor itself is a massive structure of separate actors, so we can create beam actor and attach it with some attachment method that using action actor when placing ImpactSite on victim's model. However with my current knowledge it's not sound doable, but i'll keep tinkering :)
we can create beam actor and attach it with some attachment method that using action actor when placing ImpactSite on victim's model. However with my current knowledge it's not sound doable, but i'll keep tinkering :)
Well, it's easy. Check Colossus' beam actor. Colossus attack doesn't have action actor, it just creates a moving site to attach the beam to. In your situation you can create Site actor on source and on target, and use them as Launch host and Impact host of the beam actor.
Oh, and I agree, triggers can do more than data. For example, tree-shaped chain lightning (when each strike creates more than 1 new strikes) looks better when beams are not itersecting, and only triggers can handle it. But still data is strong for most standard needs: as Kueken said, recursive chain lightning doesn't require multiplying data entries for pure data approach. Also, pure data can handle different damage levels.
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Hey guys, does anyone know how to utilize Actor Create action for creating action actor. I don't get what should i put in this content fields. I made chain lighting via triggers but i need to create actor scope for each chain separately within a trigger because right now it works okay but i can use only one chain per caster simultaneously.
Do you mean you only see the caster->first target beam, and don't see the following beams between targets? Or you can't see the second whole chain if the previous one haven't finished iterating?
Generally, if you have problems with action actor, could try to use separate beam simple actors for beams and and model/sound actors for impact/launch effects. Usually helps for me, but I don't use triggers, not sure if you have similar issues.
But still it can be done with action actor (again, in pure data), as proved by Kueken.
Btw, what is the reason you do stuff like this intriggers? Data approaches has faster response, they are less perfomance consuming, more elegant, easier modifiable and faster implementable.
no, i have properly worked chain lighting but it has following setup: i have one action actor and one beam actor. I'm searching for targets and causing damage from caster via triggers (DamageUnit with bonus action). This effect has linked action actor for creating beam. Beam sending reference of it's ::HostImpact to Actor of a caster unit (it's scope). SO when i'm firing multiple effects from my caster, Second beam starts from endpoint of previous beam, and chain works properly. But when i'm firing second chain lighting before my previous sequence ends, i have issues, cuz second beam referencing it's endpoint to same actor scope (caster). So i need somehow to create separate actor scopes for each chain lighting where i can store endpoint's references.
Thats not all true. For example, with triggers i can Much more easily create 12-20 element chains, and modify damage number of jumps dynamicaly, also i don't need to create 20+ data objects for this. My current setup uses 1 action actor and 1 beam actor in data, all other stuff done in triggers. This adds more flexibility, especialy for rpg-like map
My data chain lightnings use a very similar method, however they always jump properly, even for multiple casts, and they use a relatively low amount of data objects as well (1 action, 1 beam, 6 effects, 1 behavior, 1 validator), independent of jump count.
The jumps run on separate actor scopes, because the scope is created by the inital effect. Their multiple casts are only limited, because I use a behavior on the caster to keep track of jump count. For infinite jumps, they work perfectly even for multiple casts.
It should be possible to combine our methods to get a working chain lightning, either by creating your action actors on the scope of the initial effect via trigger somehow, however, I don't have experience in handling action actors via trigger, or by transfer jump count tracking to triggers somehow (or find a MUI way of tracking jumps in data)
Well, thanx for sharing this, i'll share my method, so you can see the issue. I found that the whole action actor can be created with Galaxy script however, because the action actor itself is a massive structure of separate actors, so we can create beam actor and attach it with some attachment method that using action actor when placing ImpactSite on victim's model. However with my current knowledge it's not sound doable, but i'll keep tinkering :)
Well, it's easy. Check Colossus' beam actor. Colossus attack doesn't have action actor, it just creates a moving site to attach the beam to. In your situation you can create Site actor on source and on target, and use them as Launch host and Impact host of the beam actor.
Oh, and I agree, triggers can do more than data. For example, tree-shaped chain lightning (when each strike creates more than 1 new strikes) looks better when beams are not itersecting, and only triggers can handle it. But still data is strong for most standard needs: as Kueken said, recursive chain lightning doesn't require multiplying data entries for pure data approach. Also, pure data can handle different damage levels.