I've tried validate unit, but don't know what event put there (attacking unit doesn't work - it's weapon).
Just edit the Beam (Simple) actor and add an event setup of Behaviour.blah.On with the At term before your Set tint colow or texture select by id action.
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Considered easy altering of the unit textures?
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Problem is that Behavior.blah.On event don't have At term.
Tried something like (and many others, but this imo should work)
-ValidateUnit (validator checking if caster have buff)
but validator fails
jjust right click, add term, and put At caster.
He cant texture select it either, Since most of the beams use the alpha to create a glow that is the majority of the beam.
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Try it out first ;) You cannot add every term to every actor event. For the behavior events, the at term is not available. You could add it in raw data, but it would probably have no effect, since it probably has a reason to not show up in the list.
Y not just make two actors. Of different colored beams. And one of them fires when the buff is active, and the other fire when the buff is no active.
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Hah, that's the problem, detect when buff is active ;)
I've remade whole ability to have 2 versions, with buff and without - not good, but working.
Could you not just model swap the beam actor when buff is on?
Yep, but whole problem is to discover when buff is on ;)
There is no At term in behavior event.
Isn't it possible to validate the caster with a term to see if it has the buff and if so model swap?
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Try just using a validator in a validate unit term
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Apparently not. Maybe behavior don't proc caster or what?
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