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?