That 10 second rule must be to blame! I have the tractor currently at 20 seconds.
I have tried to implement what you said sliencedhawk. But what I have now is a tractor beam that will will create an infinite number of beams, adding a new one every second.
How do I make the periodic action stop a period before going on to the next one? Or is that not possible because I'm using a persistant beam effect?
Here is are the two files I'm using:
BuffSelf
TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 0
numPeriodicActions 2
periodicAction
actionCountType "Infinite"
actionIntervalTime
Level:0 1.000000
Level:1 0.000000
Level:2 0.000000
buffInstantActionType "PlayPersistantBeamEffect"
instantActionTriggerType "OnDelay"
delayTime 1.000000
hasWeaponEffects TRUE
weaponEffectOriginType "Targetter"
weaponEffectAttachInfo
attachType "Ability"
abilityIndex 3
weaponEffectImpactOffsetType "RandomMesh"
canWeaponEffectHitHull TRUE
canWeaponEffectHitShields TRUE
weaponEffectsDef
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName ""
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Ability_DisintegrationImpactBeam"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "EFFECT_BEAMBLAST_ACTIVATE"
beamGlowTextureName "CapitalAbilityDisintegration_Glow"
beamCoreTextureName "CapitalAbilityDisintegration_Core"
beamWidth 70.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
periodicAction
actionCountType "Infinite"
actionIntervalTime
Level:0 3.000000
Level:1 0.000000
Level:2 0.000000
buffInstantActionType "ApplyBuffToTarget"
instantActionTriggerType "AlwaysPerform"
buffType "BuffTractorBeamTarget"
targetFilter
numOwnerships 2
ownership "Enemy"
ownership "Friendly"
numObjects 2
object "CapitalShip"
object "Frigate"
numSpaces 1
space "Normal"
numConstraints 0
range
Level:0 3000.000000
Level:1 0.000000
Level:2 0.000000
effectInfo
effectAttachInfo
attachType "Invalid"
smallEffectName ""
largeEffectName ""
soundID ""
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 2
finishCondition
finishConditionType "DamageTaken"
damageNeeded
Level:0 1000.000000
Level:1 0.000000
Level:2 0.000000
typeOfDamageNeeded "AFFECTS_SHIELDS_AND_HULL"
finishCondition
finishConditionType "TimeElapsed"
time
Level:0 20.000000
Level:1 0.000000
Level:2 0.000000
BuffTarget
TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 3
instantAction
buffInstantActionType "DoInterrupt"
instantActionTriggerType "OnDelay"
delayTime 0.000000
instantAction
buffInstantActionType "InitializeMovementTowardLastSpawner"
instantActionTriggerType "OnDelay"
delayTime 0.000000
minLinearSpeed 1000.000000
maxLinearSpeed 1000.000000
instantAction
buffInstantActionType "ResetPhysicsState"
instantActionTriggerType "OnDelay"
delayTime 20.000000
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 3
entityBoolModifier "DisableAbilities"
entityBoolModifier "DisablePhaseJump"
entityBoolModifier "DisableLinearEngines"
numFinishConditions 2
finishCondition
finishConditionType "FirstSpawnerNoLongerHasBuff"
buffTypeToQuery "BuffTractorBeamSelf"
finishCondition
finishConditionType "OwnerChanged"
I appologise for the massive spam. And thanks everyone for helping out!
Edit: Sorry Zombie didn't see your second post! Are you recommending I use three buff files? One for What's going on in the origin unit, one for the beam effect, and one for the movment changes of the target?