Ughhh.......I've spent two days so far on a nasty problem with an ability, and so far it is going nowhere.
My overall ability design is meant to be like a thundercloud, with a whole bunch of lasers flying up from the target area (the launch and impact areas of each one are meant to be offset through one of four persistent effects, which are all within a single set, which is in turn what the ability fires), hanging overhead for a few seconds (this ability is obscenely powerful, so you get a few seconds of warning if you're paying attention), and then crashing down at the same points each laser launched from.
However, launching from the target appears to not be an effective idea, since I've run into all sorts of nonsensical results. The most frequent one is where the missiles appear (the first of the three mover phases is hidden from sight through actor events) in a widely spread line spaced out over the entire length of my screen (as opposed to a reasonably tight cluster, given that the total radius is meant to be about 3 currently, although this may change). The shots then hang in the air as they're supposed to, before they come arcing in to hit the correct impact points from all sorts of places (on average, about half of the shots are from off-screen, while the others were visible before they came in). If I've completely lost you, then I apologize, and I'll try to make a quick diagram of what is going on (this is a single persistent effect, so it's only one-quarter of the full circle):
What is supposed to happen (T=target point, L=laser, -=empty space)
TL---L---L--L
--L--L-----L
L---L----L
--L---L
---L
What actually happens while the shots hang (more or less)
------------------------L
----------------T
-------L----L
----------L
-------L
-----L---L
----L---L
-L
The shots still impact in the correct locations, but I can't figure out why they are so far off-target. It's not even consistent (the spread pattern for the hang time varies to a degree), so it's left me baffled. This could be because I'm launching from the same location as where the impact is, but I really don't know. Making the first phase visible doesn't give me any more clues, since it's erratic. The shots will usually not even appear anyways until they're almost done hanging, but sometimes one shot will go forward from the caster and slowly rise up to approximately the correct point, then go down slowly, impacting at the same time as the other nine shots, which come in incredibly fast from off the lower left of the screen. If I adjust the launch site to GenericTarget.....whatever it was called, in the Action actor, then the lasers don't appear to rise at all until they appear at ground level in the hanging phase (which is odd, since the second phase is set to aim the shots directly downwards for a few seconds, then the third phase accelerates them right to the target points), then impact. Adding a SiteOp actor to increase the height by 5 did absolutely nothing to change this.
Are there any ideas here?
EDIT: When I try changing the ability to fire a single missile, it goes flying off to some random point (usually off-screen, but occasionally it stays in close), sometimes vanishing from sight, then it hangs for a few seconds, and comes in to hit the right spot. It's pretty clear to me by now that this is an actor bug, but I tend to flounder about in that department.
My overall ability design is meant to be like a thundercloud, with a whole bunch of lasers flying up from the target area (the launch and impact areas of each one are meant to be offset through one of four persistent effects, which are all within a single set, which is in turn what the ability fires), hanging overhead for a few seconds (this ability is obscenely powerful, so you get a few seconds of warning if you're paying attention), and then crashing down at the same points each laser launched from.
However, launching from the target appears to not be an effective idea, since I've run into all sorts of nonsensical results. The most frequent one is where the missiles appear (the first of the three mover phases is hidden from sight through actor events) in a widely spread line spaced out over the entire length of my screen (as opposed to a reasonably tight cluster, given that the total radius is meant to be about 3 currently, although this may change). The shots then hang in the air as they're supposed to, before they come arcing in to hit the correct impact points from all sorts of places (on average, about half of the shots are from off-screen, while the others were visible before they came in). If I've completely lost you, then I apologize, and I'll try to make a quick diagram of what is going on (this is a single persistent effect, so it's only one-quarter of the full circle):
What is supposed to happen (T=target point, L=laser, -=empty space)
TL---L---L--L
--L--L-----L
L---L----L
--L---L
---L
What actually happens while the shots hang (more or less)
------------------------L
----------------T
-------L----L
----------L
-------L
-----L---L
----L---L
-L
The shots still impact in the correct locations, but I can't figure out why they are so far off-target. It's not even consistent (the spread pattern for the hang time varies to a degree), so it's left me baffled. This could be because I'm launching from the same location as where the impact is, but I really don't know. Making the first phase visible doesn't give me any more clues, since it's erratic. The shots will usually not even appear anyways until they're almost done hanging, but sometimes one shot will go forward from the caster and slowly rise up to approximately the correct point, then go down slowly, impacting at the same time as the other nine shots, which come in incredibly fast from off the lower left of the screen. If I adjust the launch site to GenericTarget.....whatever it was called, in the Action actor, then the lasers don't appear to rise at all until they appear at ground level in the hanging phase (which is odd, since the second phase is set to aim the shots directly downwards for a few seconds, then the third phase accelerates them right to the target points), then impact. Adding a SiteOp actor to increase the height by 5 did absolutely nothing to change this.
Are there any ideas here?
EDIT: When I try changing the ability to fire a single missile, it goes flying off to some random point (usually off-screen, but occasionally it stays in close), sometimes vanishing from sight, then it hangs for a few seconds, and comes in to hit the right spot. It's pretty clear to me by now that this is an actor bug, but I tend to flounder about in that department.
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