i Think you can also just use caster as target in the effect triggert by the dmg response - the one who applyed the said debuff is also the caster of the debuff - so if you refer to Target: Caster in the effect triggert by the deathresponse you should be able to apply use an apply behavior effect - or whatever you want really - just use Caster as target in the Effect
Thanks regardless kueken - i was just about to ask wether or not a persistent effect destroys itself after a finite number of periods - removing the destroy persistent effect should help improving the performence especially on an event which occurs every 0.3 seconds
Btw Thanks for your Assets / Tutorials - they helped me alot at getting a grasp of the data editor - especially considering that i just started a month ago with mapping.
1,2,3&4 check - all these things were specified the way you suggest -
1. disabled from the get go
2. only 5 periods á 0.5 sec
3. ofc i tried a "destroy persistent" effect ... i wrote that already but the targeting seems to be problematic
4. no - I specified the "destroy persistent"-effect has the name of the persistent effect i want to destroy in its "effect- effect" field.
@ stragusmapste - im not sure what you are hinting at
i have a beheavior which "spawns" a firepatch every 0.3 sec (a persistent effect) - this effect lasts 5 periods á 0.5 sec - so 2.5 sec total
at the end of that time (i chose effect: expire) i want it to destroy itself. thats all iam asking for. so i specified said said "persistent destroyer"
which either does not target all firepatch-persistent effects , or none at all because as the game goes on i drop from 55 fps at 0:00 to 8 fps and worse at about 6 minutes + even though there is nothing going on - on this testmap except for those persistent effects.
Edit:
ok to my suprise i did no error in the effect department. once i removed the actor (fire model) from the persistent effect the game ran smooth as honey - turns out i didnt destroy the Actor properly - it was a false conclusion to assume that the actor is destroyed just because the graphic-effect is gone....
well i created a firetrail "passive" - basically unit leaves behind patches of fire that deal dmg periodicly
for that i created a Buff Behavior that peridically fires a persistent effect (firepatch)
this effect fires a search area effect which fires a damage effect for X periods
when the persistent effect expires it launches a destroy persistent effect to destroy itself ( OR so i thought ... )
however i apperantly do something wrong because i have undenyable memory lacks the longer the game runs
I think the problem is the proper targeting i tried a lot of things but i grow tired of trying seemingly random target option permuation - and the non existent documentation of all these function doesnt help either ...
so here is what i have current chosen as target for the "destroy persistent effect" thats supposed to destroy the persistent effect that launches fire / dmg.
0
i Think you can also just use caster as target in the effect triggert by the dmg response - the one who applyed the said debuff is also the caster of the debuff - so if you refer to Target: Caster in the effect triggert by the deathresponse you should be able to apply use an apply behavior effect - or whatever you want really - just use Caster as target in the Effect
i use it to replenish energy on Killing blows
0
@Kueken531: Go
Thanks regardless kueken - i was just about to ask wether or not a persistent effect destroys itself after a finite number of periods - removing the destroy persistent effect should help improving the performence especially on an event which occurs every 0.3 seconds
Btw Thanks for your Assets / Tutorials - they helped me alot at getting a grasp of the data editor - especially considering that i just started a month ago with mapping.
in the end i used
Field Napalm Trail persistent
Event: Event 7 - Effect.*.Expire:Destroy
Event: Send Destroy
Event: Target
Event: Terms Effect.*.Expire
to destroy the actor
0
@DrSuperEvil: Go
1,2,3&4 check - all these things were specified the way you suggest - 1. disabled from the get go 2. only 5 periods á 0.5 sec 3. ofc i tried a "destroy persistent" effect ... i wrote that already but the targeting seems to be problematic 4. no - I specified the "destroy persistent"-effect has the name of the persistent effect i want to destroy in its "effect- effect" field.
@ stragusmapste - im not sure what you are hinting at i have a beheavior which "spawns" a firepatch every 0.3 sec (a persistent effect) - this effect lasts 5 periods á 0.5 sec - so 2.5 sec total at the end of that time (i chose effect: expire) i want it to destroy itself. thats all iam asking for. so i specified said said "persistent destroyer" which either does not target all firepatch-persistent effects , or none at all because as the game goes on i drop from 55 fps at 0:00 to 8 fps and worse at about 6 minutes + even though there is nothing going on - on this testmap except for those persistent effects.
Edit:
ok to my suprise i did no error in the effect department. once i removed the actor (fire model) from the persistent effect the game ran smooth as honey - turns out i didnt destroy the Actor properly - it was a false conclusion to assume that the actor is destroyed just because the graphic-effect is gone....
0
well i created a firetrail "passive" - basically unit leaves behind patches of fire that deal dmg periodicly
for that i created a Buff Behavior that peridically fires a persistent effect (firepatch) this effect fires a search area effect which fires a damage effect for X periods
when the persistent effect expires it launches a destroy persistent effect to destroy itself ( OR so i thought ... ) however i apperantly do something wrong because i have undenyable memory lacks the longer the game runs
I think the problem is the proper targeting i tried a lot of things but i grow tired of trying seemingly random target option permuation - and the non existent documentation of all these function doesnt help either ...
so here is what i have current chosen as target for the "destroy persistent effect" thats supposed to destroy the persistent effect that launches fire / dmg.
Field [Hero5] Napalm Trail destroy persistent Target: Location - [Hero5] Napalm Trail destroy persistent:Source Unit/Point
Target: Effect [Hero5] Napalm Trail destroy persistent
Target: Value Source Unit/Point
Target: Marker - -1:(Disabled|Disabled|Disabled|Disabled):(Disabled|Disabled|Disabled|Disabled):Effect/NapalmTraildestroypersistent
Target: Count -1
Target: Link Effect/NapalmTraildestroypersistent
Target: Match Flags + (Disabled|Disabled|Disabled|Disabled)
Target: Mismatch Flags + (Disabled|Disabled|Disabled|Disabled)
iam really not 100% sure what to target at all if i want to target a effect - thanks in advance for help / suggestions