This may sound like a data question but there is a function in the galaxy editor where you can create an actor scope, which sounds great as I read it as you are able to create actors and add them to a group but the problem is that I don't know how to add recently created actors to the group so I am confused as to what is the purpose of the actor scope ... ?
Scope is where the actor came from. If you use an effect to apply a visual to a target, the "caster" scope is the unit that created the effect, while the "target" scope is the unit that the effect was used on. This is especially important when it comes to beams, as you tend to link one end of the beam to a different unit to the other end of the beam.
There are cases where this doesn't apply, because some things don't have scopes. For example, a behavior has no "caster" scope even if it was applied by a different unit.
There are cases where this doesn't apply, because some things don't have scopes. For example, a behavior has no "caster" scope even if it was applied by a different unit.
that's not true(at least not for the effects, maybe for actors). if unit A cast a buff on unit B, the caster of the buff will be A, target will be B. if the buff launches an effect on caster the unit A will be affected, if it launches an effect on source the unit B is affected.
because there are some cases when you want to handle actors with triggers (create, set position, move, etc) in that case you need to create some container for them. It is the actor scope. When you create actors within data the created actor is automaticaly placed in unit's, effect's, or ability's actor scope.
only effects with type of "persistent" and "set" generating new actor scopes. When actors being created with simple effects like "damage" they are placed in target's or caster's unit scope depending on creation event term (Example: Effect.Damage.Start ->AtCaster=>Create)
When you dealing with persistent or set effect types you can create actors in effect's scope (Effect.Persistent.Start ->AtEffect =>Create)
that's not true(at least not for the effects, maybe for actors). if unit A cast a buff on unit B, the caster of the buff will be A, target will be B. if the buff launches an effect on caster the unit A will be affected, if it launches an effect on source the unit B is affected.
This thread is about actors.
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This may sound like a data question but there is a function in the galaxy editor where you can create an actor scope, which sounds great as I read it as you are able to create actors and add them to a group but the problem is that I don't know how to add recently created actors to the group so I am confused as to what is the purpose of the actor scope ... ?
Scope is where the actor came from. If you use an effect to apply a visual to a target, the "caster" scope is the unit that created the effect, while the "target" scope is the unit that the effect was used on. This is especially important when it comes to beams, as you tend to link one end of the beam to a different unit to the other end of the beam.
There are cases where this doesn't apply, because some things don't have scopes. For example, a behavior has no "caster" scope even if it was applied by a different unit.
that's not true(at least not for the effects, maybe for actors). if unit A cast a buff on unit B, the caster of the buff will be A, target will be B. if the buff launches an effect on caster the unit A will be affected, if it launches an effect on source the unit B is affected.
lul wut. how u guys mixed effect chain relations with actor scopes
What is the purpose of the trigger for the creation of an actor scope then? ....
because there are some cases when you want to handle actors with triggers (create, set position, move, etc) in that case you need to create some container for them. It is the actor scope. When you create actors within data the created actor is automaticaly placed in unit's, effect's, or ability's actor scope. only effects with type of "persistent" and "set" generating new actor scopes. When actors being created with simple effects like "damage" they are placed in target's or caster's unit scope depending on creation event term (Example: Effect.Damage.Start ->AtCaster=>Create)
When you dealing with persistent or set effect types you can create actors in effect's scope (Effect.Persistent.Start ->AtEffect =>Create)
woa .... that is quite complicated. I think i will leave the trigger alone for now ... But thanks for the help :D
This thread is about actors.