Data/Actors/Beam (Simple)

## Beam Simple

### Description

* Used by all "beam" type weapons and effects in the game, as well as some visuals one would usually expect to be simple Model type actors, such as the Hellion attack.
* A Beam is defined by a **Launch Location** and an **Impact Location**, with the main visual expanded continuously between the two.
* Beams may have **Launch** and **Impact** visuals integrated into their model, these occur at the respective Locations

### Hint

* Beams are very picky about their Hosts and Scope, your first attempt is virtually guaranteed to fail. If a beam extends to the bottom-left corner of the map one of its attachment points is completely out of scope.
* Only models that have the **Attacher** bone can be used for beams

## Example Usage

### ArchonAttackBeam

A generic one-shot beam attack, this actor creates the lightning bolt extending from the Archon's hand to its unfortunate victim. The Host, Scope and Attachment properties are governed by the **ArchonAttack** actor, leaving the beam a very simple affair. Note the WOL campaign adds to the Event: Events+ field so this actor can be reused for the corrupted Protoss in **A Sinister Turn**.

#### URL

The Archon is part of the core game. To access the green "corrupted" version you must enable campaign dependencies in your map.

### MedivacHealBeamRev1

Now finally an independent and self-contained actor, this is the pale green beam produced by Medivacs when healing. Now using the Hosting fields to set its Attachment points, this is a prime example of how to produce a continuous beam without an Action actor.

#### URL

The Medivac is part of the core game. This revision was added recently, probably in Patch 1.4 or 1.5

### ColossusAttackBeam

The sweeping beam of doom used by the Colossus' main weapon alongside **ColossusAttackBeamReverse**, each controlling one of the two beams. This actor uses numerous Site actors to define its **Launch** and **Impact** locations and communicates with them using Actor Signals. This is an extremely powerful setup which, as the Colossus displays, can run independently of target units, but it is very complicated and prone to errors if used incorrectly.

## Fields Description

### Actor - Aliases

* Aliases that refer to the unit in Events or under Hosting as a subject

### Actor - Filter

* Determines what players can see the actor depending on their diplomatic status eg. Nuke Target/Indicator
* Check who CANNOT see the actor (if you only want the actor visible to the owning player, check all but self)
* Overridden by inherited properties flag "Visibility" (see below)

### Actor - Flags

* Add To External Finder (Unknown)
* Not Saved (Unknown) used by all tempory Model actors
* Scale To Host overides any scaling the actor has and sets it to the host Unit actor
* Suppress Creation Errors (Unknown)

### Actor - Fog Visibility

* Determines how the actor appears under the fog of war
* Not sure how it interacts with the UI - Fog Visibility under the Units data type

### Actor - Proximity Position

* Center Actor (Unknown)
* Center Model Bounds (Unknown)

### Actor - Sharing

* Determines to what degree the same actor is shared by a unit if there are multiple functions refering to it
* Always means the actor is always shared
* None means the actor is never shared
* Per Effect Tree means that effects within an effect tree share the actor but different effect trees can't

### Animation - Animation Blend Time

* Affects the animation blend times for the model
* -1 Sets the blend time to the global animation blend time scale

### Art - Auto Scale Factor

* The scaling factor for all three dimensions unless specified otherwise

### Art - Auto Scale From Selection Factor

* The scaling factor for all three dimensions.
* Scaling is based off of owning unit's model's "Selection Radius" field (useful for setting your own custom scaling factors) instead of the 3d model itself.

### Art - Model

* The model used for this actor
* Set under Models data type
* Note the model must be specifically configured to work as a beam. Most Blizzard-made beam models have **Beam** in their name or a bone called **Attacher**, the exception being the Void Ray weapon variants, where the "Beam" is the arc that appears on the ship while the actual weapon beam is called "...Missile"

### Art - Model Flags

* Allow Hit Test (Unknown)
* Ignore Walkables (Unknown)
* Needs Volume Monitor (Unknown)
* Suppress Missing Attachment Errors (Unknown)
* Suppress Player Decals (Unknown)
* Update Visibility (Unknown)
* Use Synchronous Seed (Unknown)

### Art - Scale

* Scale of the model in the x, y and z dimensions
* The scale can also be set under the model used in the Models data type
* The scale only affects the central beam part, effects attached to the Launch and Impact points aren't scaled even though they're part of the beam model

### Event - Events+

* Series of mini-triggers that determine the animations of the beam and its interaction with other actors
* Essential in defining the Scope of beams when not using Action actors
* Covered in detail in the Events section of the wiki

### Event - Macros

* The Event Macro actors used to supplement the events

### Hosting - Host - Actor

* Actor Find (Not Sure) means the actor has to be found using the scope, this is used by some standalone beams
* Creation (Not Sure) is the actor that creates this actor is given priority for hosting if there is a choice of several
* Implicit is the default and works with Action Actor and Site-based beams

### Hosting - Host - Effect

* The effect whose scope is used in combination with the Hosting - Host - Scope field to determine valid subjects

### Hosting - Host - Fail If No Host

* Causes the beam to be automatically destroyed if no host

### Hosting - Host - Scope

* Implicit: Is the default but causes an error message if the subject is to be found using the scope of an effect
* Scope Caster: Uses the caster unit of the effect scope as the subject
* Scope Effect (Unknown)
* Scope Missile (Unknown)
* Scope Outer (Unknown)
* Scope Source: Uses the source unit of the effect scope as the subject
* Scope Target: Uses the target unit of the effect scope as the subject

### Hosting - Host - Subject

* The actor, alias or reference that this actor is hosted on
* Can use \_Unit or \_Selectable to target units
* On beams this mainly affects the context of Event: Events+ triggers and property inheriting

### Hosting - Host For Properties - Actor

* Actor Find (Not Sure) means the actor has to be found using the scope
* Creation (Not Sure) is the actor that creates this actor is given priority for hosting if there is a choice of several
* Implicit is the default

### Hosting - Host For Properties - Effect

* The effect whose scope is used in combination with the Hosting - Host For Properties - Scope field to determine valid subjects

### Hosting - Host For Properties - Fail If No Host

* Causes the beam to be automatically destroyed if no host

### Hosting - Host For Properties - Scope

* Implicit: Is the default but causes an error message if the subject is to be found using the scope of an effect
* Scope Caster: Uses the caster unit of the effect scope as the subject
* Scope Effect (Unknown)
* Scope Missile (Unknown)
* Scope Outer (Unknown)
* Scope Source: Uses the source unit of the effect scope as the subject
* Scope Target: Uses the target unit of the effect scope as the subject

### Hosting - Host For Properties - Subject

* Determines which actor, alias or reference this actor gets the properties for the Properties+ fields from
* If no actor is specified it defaults to the Hosting - Host - Subject actor, alias or reference
* Actor, alias or reference refered to by the **::Host Props** system reference for Events+

### Hosting - Host Impact - Actor

* Actor Find (Not Sure) means the actor has to be found using the scope, this is used by some standalone beams
* Creation (Not Sure) is the actor that creates this actor is given priority for hosting if there is a choice of several
* Implicit is the default and works with Action Actor and Site-based beams

### Hosting - Host Impact - Effect

* The effect whose scope is used in combination with the Hosting - Host Impact - Scope field to determine valid subjects

### Hosting - Host Impact - Fail If No Host

* Causes the beam to be automatically destroyed if no host

### Hosting - Host Impact - Scope

* Implicit: Is the default but causes an error message if the subject is to be found using the scope of an effect
* Scope Caster: Uses the caster unit of the effect scope as the subject
* Scope Effect (Unknown)
* Scope Missile (Unknown)
* Scope Outer (Unknown)
* Scope Source: Uses the source unit of the effect scope as the subject
* Scope Target: Uses the target unit of the effect scope as the subject

### Hosting - Host Impact - Subject

* The actor, alias or reference that this actor is hosted on
* Can use \_Unit or \_Selectable to target units
* This determines the Impact Location of the beam, Blizzard models are set up so energy seems to be flowing towards this end of the beam
* The Impact Model portion of the beam model occurs here, for example the Hunter-Seeker-Missile has a red reticule included in the beam model

### Hosting - Host Impact Site Ops - Hold Position

* Locks the model in position according to the global 2D grid system but still allows for rotation relative to the host unit
* Mostly pointless as existing beams don't really change when rotated, this should affect the Impact Model component

### Hosting - Host Impact Site Ops - Hold Rotation

* Prevents the model turning relative to the host and locks it in the direction it was created in relative to the global 2D grid system while still allowing movement
* Again mostly pointless

### Hosting - Host Impact Site Ops - Operations

* This field is for applying SOps that affect this beam's Impact Location and Impact Model component
* Must define a valid attachment point on standalone beams
* Rotation SOps and some others are rather pointless as beams don't display these properties too well
* The order in the list is important with SOps being applied from top to bottom so an offset, offset and rotation is not the same as an offset, rotation and an offset
* For more details about SOps please look at the individual pages for each SOp

### Hosting - Host Launch - Actor

* Actor Find (Not Sure) means the actor has to be found using the scope, this is used by some standalone beams
* Creation (Not Sure) is the actor that creates this actor is given priority for hosting if there is a choice of several
* Implicit is the default and works with Action Actor and Site-based beams

### Hosting - Host Launch - Effect

* The effect whose scope is used in combination with the Hosting - Host Launch - Scope field to determine valid subjects

### Hosting - Host Launch - Fail If No Host

* Causes the beam to be automatically destroyed if no host

### Hosting - Host Launch - Scope

* Implicit: Is the default but causes an error message if the subject is to be found using the scope of an effect
* Scope Caster: Uses the caster unit of the effect scope as the subject
* Scope Effect (Unknown)
* Scope Missile (Unknown)
* Scope Outer (Unknown)
* Scope Source: Uses the source unit of the effect scope as the subject
* Scope Target: Uses the target unit of the effect scope as the subject

### Hosting - Host Launch - Subject

* The actor, alias or reference that this actor is hosted on
* Can use **\_Unit** or **\_Selectable** to target units
* This determines the Launch Location of the beam, Blizzard models are set up so energy seems to be flowing from this end of the beam
* The Launch Model portion of the beam model occurs here

### Hosting - Host Launch Site Ops - Hold Position

* Locks the model in position according to the global 2D grid system but still allows for rotation relative to the host unit
* Mostly pointless as existing beams don't really change when rotated, this should affect the Launch Model component

### Hosting - Host Launch Site Ops - Hold Rotation

* Prevents the model turning relative to the host and locks it in the direction it was created in relative to the global 2D grid system while still allowing movement
* Again mostly pointless

### Hosting - Host Launch Site Ops - Operations

* This field is for applying SOps that affect this beam's Launch Location and Launch Model component
* Must define a valid attachment point on standalone beams
* Rotation SOps and some others are rather pointless as beams don't display these properties too well
* The order in the list is important with SOps being applied from top to bottom so an offset, offset and rotation is not the same as an offset, rotation and an offset
* For more details about SOps please look at the individual pages for each SOp

### Hosting - Host Site Operations - Hold Position

* Locks the model in position according to the global 2D grid system but still allows for rotation relative to the host unit
* Mostly pointless as existing beams don't really change when rotated, the only parts that can actually rotate are the Launch and Impact components

### Hosting - Host Site Operations - Hold Rotation

* Prevents the model turning relative to the host and locks it in the direction it was created in relative to the global 2D grid system while still allowing movement
* Again mostly pointless

### Hosting - Host Site Operations - Operations

* This field is for applying SOps that affect this model
* Mostly unused on beams, use the Launch and Impact SOp fields instead
* The order in the list is important with SOps being applied from top to bottom so an offset, offset and rotation is not the same as an offset, rotation and an offset
* For more details about SOps please look at the individual pages for each SOp

### Hosting - Host Supporter - Actor

* Actor Find (Not Sure) means the actor has to be found using the scope
* Creation (Not Sure) is the actor that creates this actor is given priority for hosting if there is a choice of several
* Implicit is the default

### Hosting - Host Supporter - Effect

* The effect whose scope is used in combination with the Hosting - Host Supporter - Scope field to determine valid subjects

### Hosting - Host Supporter - Fail If No Host

* Causes the model to be automatically destroyed if no host

### Hosting - Host Supporter - Scope

* Implicit: Is the default but causes an error message if the subject is to be found using the scope of an effect
* Scope Caster: Uses the caster unit of the effect scope as the subject
* Scope Effect (Unknown)
* Scope Missile (Unknown)
* Scope Outer (Unknown)
* Scope Source: Uses the source unit of the effect scope as the subject
* Scope Target: Uses the target unit of the effect scope as the subject

### Hosting - Host Supporter - Subject

* Actor, alias or reference refered to by the ::Supporter system reference for Events+

### Hosting - Hosted Attachments - Attachment Query - Fallback (Unknown Function)

* Attachment point that is automatically selected if Hosting - Hosted Attachments - Attachment Query - Methods fails to find a valid attachment point

### Hosting - Hosted Attachments - Attachment Query - Methods (Unknown Function)

* Attachment methods used or direct attachment reference for attaching
* Please refer to Attach Methods data type for more details
* With direct reference to an attachment point make sure you use the right index number (able to be seen in the previewer under Attachment Points)

### Hosting - Hosted Attachments - Host - Actor (Unknown Function)

* Actor Find (Not Sure) means the actor has to be found using the scope
* Creation (Not Sure) is the actor that creates this actor is given priority for hosting if there is a choice of several
* Implicit is the default

### Hosting - Hosted Attachments - Host - Fail If No Host

* Causes the beam to be automatically destroyed if no host

### Hosting - Hosted Attachments - Host - Scope (Unknown Function)

* Implicit is the default
* Scope Caster (Unknown)
* Scope Effect (Unknown)
* Scope Missile (Unknown)
* Scope Outer (Unknown)
* Scope Source (Unknown)
* Scope Target (Unknown)

### Hosting - Hosted Attachments - Host Site Operations - Operations (Unknown Function)

* (Unknown)
* What is known is that SOps in these fields can cause the actor to fall off the host actor and remain detached in the position where this happens

### Properties - Accepted Property Transfers

* When this actor is in the **Hosting - Host - Subject** field of another actor, this field determines what properties are able to be inherited from this actor
* Cast Shadows allows the attached actor to cast shadows
* Cloak Effect allows the attached actor to show the cloaking bluish effect
* Decal allows the attached actor to show the host unit decal
* Local Tint Color (Unknown)
* Model Scale makes the actor inherit the scale for the host model
* Opacity spreads the opacity set by the Set Opacity event to attached actors
* Physics State (Unknown)
* Scale transfers the scale of the host actor to the attached actors
* Team Color makes the attached actor show the team colour if it can
* Time Scale means the animations of the attached actor are the same as the host actors timescale
* Tint Color (Unknown)
* Visibility allows the attached actor to share the host actor's Actor - Fog Visibility
* Warp Group (Unknown)

### Properties - Accepted Transfers

* Animation Properties (Unknown)
* Animator (Unknown)
* Fog Of War Color (Unknown)
* Fog Of War Shader (Unknown)
* Model (Unknown)
* Position (Unknown)
* Rotation (Unknown)
* Status (Unknown)
* Textures (Unknown)
* Properties - Inherit Type
* Determines how often the host properties are inherited
* Continuous means the properties are continuously inherited from the host
* None means properties are not inherited from the host
* Once means properties are only inherited on actor creation

### Properties - Inherited Properties

* This field determines what properties are able to be inherited from the actor in the Hosting - Host - Subject or Hosting - Host For Properties - Subject field
* Cast Shadows allows the attached actor to cast shadows
* Cloak Effect allows the attached actor to show the cloaking bluish effect
* Decal allows the attached actor to show the host unit decal
* Local Tint Color (Unknown)
* Model Scale makes the actor inherit the scale for the host model
* Opacity spreads the opacity set by the Set Opacity event to attached actors
* Physics State (Unknown)
* Scale transfers the scale of the host actor to the attached actors
* Team Color makes the attached actor show the team colour if it can
* Time Scale means the animations of the attached actor are the same as the host actors timescale
* Tint Color (Unknown)
* Visibility allows the attached actor to share the host actor's Actor - Fog Visibility
* Warp Group (Unknown)

## Related

* Attach Methods
* Events
* Models