1. With improved autocast filters/validators added in patches since liberty the ability could be made more efficiently. You can only channel to one target unit at a time so it would disrupt targeting the other unit.
2. The Site actor used for the impact site is used to create the beams. On creation of the site it then resets the reference that the new beam uses as the scope for choosing the impact site.
3. Have one persistent channeled and as part of the periodic set have a search that is validated so it only applied when both targets are not being healed that applies a second persistent.
Good idea, that was my first thought too. Only one ability effect tree can be channeled at a time; a second channeling would cancel the first channeled ability. However I was able to mimic dual channeling by having the second ability as non-channeled.
I added set effects that run additional (non-channeled) create healer effects onto that single channel. -using buffs to validate control qty, range. its jittery (unit stutters) -not recommended. (channeling is not interrupted, effect tree still works)
Thank you for pointing me to impact and launch site actors. I have avoided diving into actor scopes msgs, but now i understand the basics.
1. I used a channeled persistent as you suggested, which runs periodics. I tested and learned alot. The channel can passthrough sets and switches to reach a 'end-branch' channeled effect (but only one).
2. On a side note: I thought that a channeling-flag and a persist-until-destroyed-flagged persistentEffect would be able to split-channel mutiple effects, like a computer network switch. It does not. In fact, I don't think anyone knows what 'channeling' does.
After creating several custom effect trees, I ended up using a re-created and modified version of the original Medivac effect tree. I understand now why the creator made it this way. Its stupidly complex, but behaves precisely, predictably and its easier to expand the tree.
Lastly, they use multiple-nested set effects to run modify-unit effects instead of create-healer effects to modify units. -because the create healer effect has marker issues. Markers do not seem to work at all on them when inside persistent periods.
Channeling is pretty strange. It seems to be disabled if any other action is taken and allows some strange stuff with actors like the neural parasite tentacle (the visuals of the ability breaks if not channeled).
Yeah I have also had problems with some effect types and markers.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I am remaking a Medivac's Dual Heal Beam Ability.
It works, but is there a simpler way to mimic channelling two effect trees at the same time?
1. With improved autocast filters/validators added in patches since liberty the ability could be made more efficiently. You can only channel to one target unit at a time so it would disrupt targeting the other unit.
2. The Site actor used for the impact site is used to create the beams. On creation of the site it then resets the reference that the new beam uses as the scope for choosing the impact site.
3. Have one persistent channeled and as part of the periodic set have a search that is validated so it only applied when both targets are not being healed that applies a second 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
How about copy medic heal ability, add it to the medivac but change the validator to allow to be use together.
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@EDHRIANO: Go
Good idea, that was my first thought too. Only one ability effect tree can be channeled at a time; a second channeling would cancel the first channeled ability. However I was able to mimic dual channeling by having the second ability as non-channeled.
I added set effects that run additional (non-channeled) create healer effects onto that single channel. -using buffs to validate control qty, range. its jittery (unit stutters) -not recommended. (channeling is not interrupted, effect tree still works)
@DrSuperEvil: Go
Thank you for pointing me to impact and launch site actors. I have avoided diving into actor scopes msgs, but now i understand the basics.
1. I used a channeled persistent as you suggested, which runs periodics. I tested and learned alot. The channel can passthrough sets and switches to reach a 'end-branch' channeled effect (but only one).
2. On a side note: I thought that a channeling-flag and a persist-until-destroyed-flagged persistentEffect would be able to split-channel mutiple effects, like a computer network switch. It does not. In fact, I don't think anyone knows what 'channeling' does.
After creating several custom effect trees, I ended up using a re-created and modified version of the original Medivac effect tree. I understand now why the creator made it this way. Its stupidly complex, but behaves precisely, predictably and its easier to expand the tree.
Lastly, they use multiple-nested set effects to run modify-unit effects instead of create-healer effects to modify units. -because the create healer effect has marker issues. Markers do not seem to work at all on them when inside persistent periods.
Channeling is pretty strange. It seems to be disabled if any other action is taken and allows some strange stuff with actors like the neural parasite tentacle (the visuals of the ability breaks if not channeled).
Yeah I have also had problems with some effect types and markers.
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