Greetings, i am having an issue where the flame actors created with my Create Persistent effects die at the same time instead of in the order they were created in along with the persistents they were created along with.
Basically i have a missile, that fires missiles at the ground as it flies. when these missiles impact they create persistent effects that search for nearby units and apply damage, how ever the instances of the actor i have set to create and destroy with the start and stop of the persistent all die when the first persistent stops.
Usually when debugging stuff like this I would replace effects with the standard psionic storm persistent in order to get a good sense of it.
What specific effect is the flame actor tied to? Does the ability actually work as intended or do the search persistents remain even though the actor is destroyed?
everything works as intended other than the actors, i am using the Terran Building Fire Large model in a custom actor. it is being created when the create persistent effects start and all instances of the actor die when the first persistent effect stops.
I believe the problem lies in your actor events. It sounds like you have the actor events set up similarly to:
Effect.Persistent.Start
At Target
Create
Effect.Persistent.Stop
Destroy
However, for the second event, it references any Create Persistent effect of the same ID due to the way it is linked, not necessarily the specific effect which caused the creation of the actor. That is, the Destroy action runs as soon as the actor finds the stopping point of a linked Create Persistent effect within the same effect tree.
To fix this, you have a couple of options: if there are relatively few Create Persistent effects generated in succession, you can duplicate the effect and create a separate actor for each effect; otherwise, as the said method requires that there is a set amount of Create Persistent effects generated (and tends to be rather tedious), you can run a Timer Set action triggered by an Actor Creation event to destroy the actor after a set time, synced with the total duration of the Create Persistent effect.
In your case I would recommend the latter, since the amount of Create Persistent effects is variable, depending on the amount of units your primary missile encounters along its path.
i believe i have attempted to use timers for this before with no varying effect, but i will try again to make sure, as well there are no units in the path of the missile, it is fired from point to point and has a behavior that triggers a succession of create persistent effects that fire secondary missiles from the primary missile at three points beneath the primary. when these missiles impact the create the persistent effect that have the actor problem.
Edit: thank you, seems like last time i used a timer event i must have done something wrong
Greetings, i am having an issue where the flame actors created with my Create Persistent effects die at the same time instead of in the order they were created in along with the persistents they were created along with.
Basically i have a missile, that fires missiles at the ground as it flies. when these missiles impact they create persistent effects that search for nearby units and apply damage, how ever the instances of the actor i have set to create and destroy with the start and stop of the persistent all die when the first persistent stops.
Any insight would be helpful, thank you.
Usually when debugging stuff like this I would replace effects with the standard psionic storm persistent in order to get a good sense of it.
What specific effect is the flame actor tied to? Does the ability actually work as intended or do the search persistents remain even though the actor is destroyed?
everything works as intended other than the actors, i am using the Terran Building Fire Large model in a custom actor. it is being created when the create persistent effects start and all instances of the actor die when the first persistent effect stops.
I believe the problem lies in your actor events. It sounds like you have the actor events set up similarly to:
Effect.Persistent.Start At Target Create
Effect.Persistent.Stop Destroy
However, for the second event, it references any Create Persistent effect of the same ID due to the way it is linked, not necessarily the specific effect which caused the creation of the actor. That is, the Destroy action runs as soon as the actor finds the stopping point of a linked Create Persistent effect within the same effect tree.
To fix this, you have a couple of options: if there are relatively few Create Persistent effects generated in succession, you can duplicate the effect and create a separate actor for each effect; otherwise, as the said method requires that there is a set amount of Create Persistent effects generated (and tends to be rather tedious), you can run a Timer Set action triggered by an Actor Creation event to destroy the actor after a set time, synced with the total duration of the Create Persistent effect.
In your case I would recommend the latter, since the amount of Create Persistent effects is variable, depending on the amount of units your primary missile encounters along its path.
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
SC2Saver, a way to create saved games via trigger
Frustrated with the editor and would like answers in real time? Join the SC2Mapster Discord!
i believe i have attempted to use timers for this before with no varying effect, but i will try again to make sure, as well there are no units in the path of the missile, it is fired from point to point and has a behavior that triggers a succession of create persistent effects that fire secondary missiles from the primary missile at three points beneath the primary. when these missiles impact the create the persistent effect that have the actor problem.
Edit: thank you, seems like last time i used a timer event i must have done something wrong