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    posted a message on Effect Source pointing to two different objects

    I'm trying to create an unguided projectile-style attack for my Marauder, but am having a fairly weird issue with the placement of the graphical and sound effects... for some reason that I can't explain, the Model actor is appearing in front of the attacking Marauder, and the Sound actor is appearing where the projectile disappears
    Graphical effect Actor
    Sound effect Actor

    Now, unless I'm going blind, they are both intended to appear at the Source of my Punisher Rocket (Explosion Set) effect, but that isn't the case... also, the (Explosion Set) seems to be taking place at the Marauder (if I step into melee range of an enemy and fire the non-functional rocket through the target, any nearby enemies will take damage once the rocket eventually disappears)

    Any idea why the actors would be registering separate sources for the same Effect?

    Posted in: Miscellaneous Development
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    posted a message on Tying an Actor to a specific Behaviour

    I'm trying to make a Phoenix Fire replica ability, and am having difficulty with applying a graphical effect to the damage-over-time component. Currently, I'm using Effect.PhoenixFireApplyBehaviour.Start to create the actor, and the BSD animation bracket to control when it's destroyed, but I end up getting a bunch of stacking graphical effects, which I'd like to avoid and just have a single effect at a time

    I've tried using Behaviour.PhoenixFireDebuff.On and .Create (I've tried At Source and At Scope Target for the where, Scope Target worked with the Effect.Start) to determine when the behaviour is applied, and .Off/.Destroy to determine when it's removed but the visual effect doesn't appear at all.

    Any idea of what exactly I could be doing wrong? Also, let me know if there's any vital information I might have left out.

    Posted in: Miscellaneous Development
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