I experimented around with using the "At" term in the action actor but without success. I tried At Caster, At target and with no "At" at all. It's always created in the Scope[MineastroidPersistent, Effect]
I didn't know you could use beams without the action actor. The only reason I'm using the action actor is because I though it was necessary for the beams to work.
I need multi unit instanceability, so global references are no good, I'm afraid.
I'd say I have a decent understanding of actors already. I followed ProzaicMuze's beam tutorial but except that, I'm mostly self-taught. However, these are some concepts that I haven't messed around with before. I learned about actor scopes just a couple of days ago.
When you mentioned the Target - field, I actually started looking for it, but I missed it. I now understand what you're saying and I think I would be able to implement your methods. There's just one problem. All these methods assume the beam is in the same scope as the unit. This is not the case.
I did a live dump of all actors using actor cheats and the mining beam is in the persistent effect's scope. It looks something like this:
Now, if I understand you correctly, since the target field is used to communicate with other actors in the same scope, I can't use your methods unless I somehow add the beam to the unit's scope.
I'm afraid I'm not experienced enough with actors to figure out how to do it with that information alone. If you could elaborate (preferably on all methods so I can learn all of them), I would be incredibly grateful.
I have a unit with an ability that creates a beam between it and the target. Now, if the target receives a certain behavior while the beam is still active, I want to tint it.
A data solution is preferred but I've tried triggers as well without success.
I can't just have an actor event in the beam that triggers when behavior is on.
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I experimented around with using the "At" term in the action actor but without success. I tried At Caster, At target and with no "At" at all. It's always created in the Scope[MineastroidPersistent, Effect]
I didn't know you could use beams without the action actor. The only reason I'm using the action actor is because I though it was necessary for the beams to work.
I need multi unit instanceability, so global references are no good, I'm afraid.
I'd say I have a decent understanding of actors already. I followed ProzaicMuze's beam tutorial but except that, I'm mostly self-taught. However, these are some concepts that I haven't messed around with before. I learned about actor scopes just a couple of days ago.
When you mentioned the Target - field, I actually started looking for it, but I missed it. I now understand what you're saying and I think I would be able to implement your methods. There's just one problem. All these methods assume the beam is in the same scope as the unit. This is not the case.
I did a live dump of all actors using actor cheats and the mining beam is in the persistent effect's scope. It looks something like this:
USER 1510 94.375 94.416 [ 14f a] Scope[MineastroidPersistent, Effect] B[P 48.40 161.12 3.75 R.F 0.76 -0.65 -0.00] USER 1510 94.375 94.416 [ 6fd 8] CActorBeamSimple[MiningBeam] Launch[48.40 161.12 3.75] Impact[51.78 158.20 3.85] HostLaunch[0x00000004 0.4 Medivac] Launch SiteOps[MiningBeamLocalOffset2] HostImpact[0x0121000A 289.10 GenericAttackImpactSite] Model[MinerBeam] m3[MothershipPhotonBeam] Radii[Contact 0.03 Vis 0.00] Scale[User 0.05]
Now, if I understand you correctly, since the target field is used to communicate with other actors in the same scope, I can't use your methods unless I somehow add the beam to the unit's scope.
@Kueken531: Go
I'm afraid I'm not experienced enough with actors to figure out how to do it with that information alone. If you could elaborate (preferably on all methods so I can learn all of them), I would be incredibly grateful.
I have a unit with an ability that creates a beam between it and the target. Now, if the target receives a certain behavior while the beam is still active, I want to tint it.
A data solution is preferred but I've tried triggers as well without success.
I can't just have an actor event in the beam that triggers when behavior is on.