Persistent Effects are of the most versatile methods of modifications in the Data Editor. With them, you can
Create a Series of effects that occur in order
Signify a random effect
Signify a random occurance
Signify a random duration / periodic
Create a Loop for Effects
Reveal areas
Detect units remotely
And much more.
In this tutorial, I'll go over each field in a Persistent - And the implications of it's use.
Effect - Effect - Expire
This Effect occurs if the persistent naturally dies off. (i.e. It isn't removed with a remove persistent effect)
Effect - Effect - Final
Like the above effect, but will execute on destruction of the Persistent, under all circumstances
Effect - Effect - Initial
Calls an effect as soon as the persistent is created.
Effect - Expire Delay 0.0000
The wait time after the conditions of the persistent have been completed, before it executes it's expire.
Effect - Flags
These modify the nature of the persistent. From here you can make a persistent that will continue until actually called on to be destroyed, Give a random Effect from a list of effects, Random Offset from a list of offsets, and a Random Period (delay) from your list of periods.
Effect - Initial Delay 0.0000
The delay before the periodic begins working after it has been created.
Effect - Period Count 0
Number of times the persistent will trigger before completing it's cycle
Effect - Period Durations
Length between Effects being called by the periodic
Effect - Period Effects
The effects that the periodic will call during it's periodic phases. These will be played one per period, in order. (unless Random Effect was enabled)
Effect - Periodic Offsets
This is the locational offset for the periodic effect. In missile attacks, it causes the weapon to appear to be striking multiple locations.
Effect - Periodic Validator
This is a condition that runs every time the Persistent cycles it's periodic effects. If the validator fails, then the persistent destroys itself.
Effect - Response Flags
Determines if the target of the persistent should attack the responsible party, or flee from the effect.
Effect - Time Scale Source +
Scales the durations of the effect by the source listed.
Effect - Validators
Validator that runs at the beginning of the persistent to determine if the persistent is created or not.
Search - Detect Filters
For viewing invisible units
Search - Radar Filters
Shows locations of units revealed by a radar effect, but not vision of them.
Search - Reveal Flags
Determines how a reveal is instituted - Radar, Terrain, Vision, Detect, etc.
Search - Reveal Radius 0
Size of the Reveal
Target - Location + Target Point
When the Persistent is created, it takes into effect that which cast it, that which it is to target. This determines what that target is.
Target - Marker +
Marker system for tracking the effects of the periodic
Target - Offset - Expire
determines where off the original target the effect occurs - used for the expire effect
Target - Offset - Final
determines where off the original target the effect occurs - used for the final effect
Target - Offset - Initial
determines where off the original target the effect occurs - used for the initial effect
Implications of this effect.
Reveal Effects (Comsat) - You can also specify an offset in the periodic so that it will follow a path and reveal, not just in a circle, but over the course of the periodics, any shape you want
Multiple Shots from a weapon - Tie a weapon to a periodic, that calls multiple effects onto multiple targets. Easy to make many types of weapons... a spread gun, Machine gun, etc.
Create a random effect - By listing a series of effects and selecting Random Effect flag, Your persistent will randomly pick an effect from your list every period and call it. You can even list multiples of the same effect to increase the chances of them being called.
Create an Inaccuracy - Allow a weapon to be fired off target. Create a Siege tank shell that lands randomly in the battle instead of precise. Many more options.
(Advanced Use) Create a weapon that can track multiple targets. Create a weapon that calls a Persistent that randomly calls another persistent on a unit (one of multiple persistents being called) And Cause the persistent to fire missiles forever(Persist until destroyed) at that target until dead (validator). Each time the first persistent creates another of the second persistent, It will Start constantly attacking it. You can limit the number of times this can happen to limit the number of units the tracking system can seek (validator)
A persistent can be used in data like a periodic event is used triggers... The data that you tie to the periodic will know the trigger that causes it and it's current point, and be able to extrapolate that info for any other data effects, say a "Search" effect. The only thing I don't know how (or even if it's possible) is to detect a terrain level through data.
Yes you can use these to delay effects. Place your search in Effect - Initial, then add X amount in Initial Delay period. On creation of the persistent, it will wait X seconds before going through the list of effects.
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Persistent Effects are of the most versatile methods of modifications in the Data Editor. With them, you can
In this tutorial, I'll go over each field in a Persistent - And the implications of it's use.
Effect - Effect - Expire
Effect - Effect - Final
Effect - Effect - Initial
Effect - Expire Delay 0.0000
Effect - Flags
Effect - Initial Delay 0.0000
Effect - Period Count 0
Effect - Period Durations
Effect - Period Effects
Effect - Periodic Offsets
Effect - Periodic Validator
Effect - Response Flags
Effect - Time Scale Source +
Effect - Validators
Search - Detect Filters
Search - Radar Filters
Search - Reveal Flags
Search - Reveal Radius 0
Target - Location + Target Point
Target - Marker +
Target - Offset - Expire
Target - Offset - Final
Target - Offset - Initial
Implications of this effect.
Could this somehow be used to destroy a unit that collides with a cliff?
@Mreaper: Go
A persistent can be used in data like a periodic event is used triggers... The data that you tie to the periodic will know the trigger that causes it and it's current point, and be able to extrapolate that info for any other data effects, say a "Search" effect. The only thing I don't know how (or even if it's possible) is to detect a terrain level through data.
@FrozenFirebat: Go
awesome tutorial, just scanned over as im heading to bed but I will be driving into this strong come tomorrow!
@Samecoin: Go
I do hope there is more coming, this is great info but not enough to implement it with a unit. Not for a starter like myself anyways.
You sir, are a hero.
You just solved a problem I had with one of my spells, thank you!
Weapon that can track multiple targets... Don't you mean a Search Area type effect?
@FrozenFirebat: Go
can this be used just to delay another effect such as a Search effect?
@Titanisdrb: Go
Yes you can use these to delay effects. Place your search in Effect - Initial, then add X amount in Initial Delay period. On creation of the persistent, it will wait X seconds before going through the list of effects.