So it appears that it wasn't the actors causing the problem. I deleted both the attack actor and the beam actor and it still freezes. The only thing that needs to be present to cause the freeze is the create persistent effect starting.
I'm completely at a loss; it doesn't even reference any other IDs. This should be pretty simple, right?
AI Notify Effect
AI Notify Flags
Chance 1
Detect Filters
Effect - Expire
Effect - Final
Effect - Initial
Expire Delay 0.0000
Flags Channeled, Persist Until Destroyed
Height Map Air
Initial Delay 0.0000
Location - Effect
Location - Value Target Unit
Location Offset - End - Effect
Location Offset - End - Value Target Point
Location Offset - Start - Effect
Location Offset - Start - Value Source Unit
Marker - Count 1
Marker - Link Effect/EnergyDrainBeamProtossFinalPersistant
Marker - Match Flags (Disabled|Disabled|Disabled|Disabled)
Marker - Mismatch Flags (Disabled|Disabled|Disabled|Disabled)
Offset - Expire (0,0)
Offset - Final (0,0)
Offset - Initial (0,0)
Offset Facing Fallback - Effect
Offset Facing Fallback - Value Source Unit
Period Count 0
Period Durations
Period Effects
Periodic Offsets
Periodic Validator
Radar Filters
Response Flags
Reveal Flags
Reveal Radius 0
Tech Aliases
Time Scale Source - Effect
Time Scale Source - Value Global
Validators
I'm trying to make an energy drain ability, animated with a continuous beam from the caster to the target. I'm pretty sure the actor event handling mechanism has somehow gone into an infinite loop, but I can't spot my mistake. Could anyone take a look?
I have an energy drain ability, and I want multiple units to be able to use it on the same target. Unfortunately, it seems that right now, if the second unit activates energy drain, it cancels the first unit's energy drain. Suggestions?
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Ah hah! Do not check
Persist Until Destroyed
unless you have a periodic effect. It will cause the game to freeze apparently.0
So it appears that it wasn't the actors causing the problem. I deleted both the attack actor and the beam actor and it still freezes. The only thing that needs to be present to cause the freeze is the create persistent effect starting.
I'm completely at a loss; it doesn't even reference any other IDs. This should be pretty simple, right?
0
I'm trying to make an energy drain ability, animated with a continuous beam from the caster to the target. I'm pretty sure the actor event handling mechanism has somehow gone into an infinite loop, but I can't spot my mistake. Could anyone take a look?
http://dl.dropbox.com/u/60071/Pulse.SC2Map
Yes, this will probably lock the game up if you try it out, you have been forewarned.
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Figured it out.
Maximum Stack Count on the behavior was 1. You can increase this value or set it to -1 for unlimited stacking.
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Turning these off on the behavior/ability didn't seem to have any effect.
0
@shardfenix: Go
Yes to both.
0
I have an energy drain ability, and I want multiple units to be able to use it on the same target. Unfortunately, it seems that right now, if the second unit activates energy drain, it cancels the first unit's energy drain. Suggestions?