So basically, I have one create persistent(FireSnakePersistentStart) using 10 periodic offsets to create a pattern of 10 other create persistents(FireSnakePersistentBurn) to search the area, making a formation like so doing one number every 0.3 seconds:
Each Number represents a periodic offset that lasts for 5 ticks of 0.3, in such a way that when 1 dissapears, 6 appears, 2 dissapears, 7 appears, and so on, creating a snake like formation. Now the effects work perfectly fine, save a bit of fiddling with durations and search areas and all that jazz.
The problem I am having is, as soon as FireSnakePersistentBurn #1 is done, it kills all 9 of the others. Now, splitting it up it into 2 parts, 1 running out killed 1-5, and 6 running out killed 6-10. It would be very possible to make this work using 10 different effects, but it just seems like a really STUPID way to make this work, I would like to see the proper way to make this work... I have attached a screenshot of the events for my Fire Snake Model, which is Actor Type: Model and Based On: ModelAnimationStyleContinuous. All I want it do is only kill the model attached to that specific instance of the FireSnakePersistentBurn.
So basically, I have one create persistent(FireSnakePersistentStart) using 10 periodic offsets to create a pattern of 10 other create persistents(FireSnakePersistentBurn) to search the area, making a formation like so doing one number every 0.3 seconds:
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Point 1_ _ _Point 10
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Point 2_ _ _Point 9
_ _ _ _ _ _Caster_ _ _ _ _ _ _ _ _Cast Point(3)_ _ _Point 8
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Point 4_ _ _Point 7
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Point 5_ _ _Point 6
Each Number represents a periodic offset that lasts for 5 ticks of 0.3, in such a way that when 1 dissapears, 6 appears, 2 dissapears, 7 appears, and so on, creating a snake like formation. Now the effects work perfectly fine, save a bit of fiddling with durations and search areas and all that jazz.
The problem I am having is, as soon as FireSnakePersistentBurn #1 is done, it kills all 9 of the others. Now, splitting it up it into 2 parts, 1 running out killed 1-5, and 6 running out killed 6-10. It would be very possible to make this work using 10 different effects, but it just seems like a really STUPID way to make this work, I would like to see the proper way to make this work... I have attached a screenshot of the events for my Fire Snake Model, which is Actor Type: Model and Based On: ModelAnimationStyleContinuous. All I want it do is only kill the model attached to that specific instance of the FireSnakePersistentBurn.
Sounds like and actor event problem where when one finished it destroys the actors for all.
Do all snakes use the same burn persistent?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Add the FromEffectTreeDescendand term to your destroy events like this:
@DrSuperEvil: Go
Yes, sure do.
@Kueken531: Go
Knew there was a smarter way then making 10 different effects and 10 different actors, ty Kueken.