Alright, so this upgrade has me beat. If you're not familiar with spiked barricades it's simply a behavior to deal damage to melee attackers. It seems simple enough and yet I can't get the actor animations to work properly and the attacking units are not being damaged.
Regarding the animations, when the upgrade finishes select structures will get the spiked barricade model. But I can either get the spikes model to appear all the time using 'behavior.spikedbarricade.on' even before the upgrade is complete or only for structures built at the time the upgrade finishes using 'upgrade.spikedbarricade.add'. How can I get it to appear on all buildings present & future only after the upgrade is finished?
Secondly, the damage effect should be applied to both melee and ranged units, but it isn't in any amount. I can tell the upgrade is properly applied to each structure, but something is awry with applying the damage. As far as I've learned, all that was required was to set 'behavior > damage response > handled' to pick the damage effect (currently 50 spell-type damage -2 per armor point) and set the parameters (currently fatal, melee||no proc||ranged, 100% chance); am I doing something wrong?
Greetings, i cant say for sure because its been a long time since i was in the editor but, i believe that that fatal makes it so that the behavior only responds to damage that kills the unit possessing the behavior. Also i believe that the Damage Response Location should be attacker, on the behavior. I cant say for sure because its been so long but changing these may help.
Greetings, i cant say for sure because its been a long time since i was in the editor but, i believe that that fatal makes it so that the behavior only responds to damage that kills the unit possessing the behavior. Also i believe that the Damage Response Location should be attacker, on the behavior. I cant say for sure because its been so long but changing these may help.
The "Damage Response - Location" actually needs to be set to defender (otherwise the response activates when the unit is attacking, not when it is attacked). For my issue, it turns out part that a couple of the attacker's weapons were set to the "spell" type damage-type which didn't activate the response. It's all working perfectly fine, now.
As for the actor issues, it turns out the behaviour itself didn't have requirements; everything else did. Thus, the behaviour was always on despite the UI saying it wasn't and the spikes would always appear.
Alright, so this upgrade has me beat. If you're not familiar with spiked barricades it's simply a behavior to deal damage to melee attackers. It seems simple enough and yet I can't get the actor animations to work properly and the attacking units are not being damaged.
Regarding the animations, when the upgrade finishes select structures will get the spiked barricade model. But I can either get the spikes model to appear all the time using 'behavior.spikedbarricade.on' even before the upgrade is complete or only for structures built at the time the upgrade finishes using 'upgrade.spikedbarricade.add'. How can I get it to appear on all buildings present & future only after the upgrade is finished?
Secondly, the damage effect should be applied to both melee and ranged units, but it isn't in any amount. I can tell the upgrade is properly applied to each structure, but something is awry with applying the damage. As far as I've learned, all that was required was to set 'behavior > damage response > handled' to pick the damage effect (currently 50 spell-type damage -2 per armor point) and set the parameters (currently fatal, melee||no proc||ranged, 100% chance); am I doing something wrong?
Greetings, i cant say for sure because its been a long time since i was in the editor but, i believe that that fatal makes it so that the behavior only responds to damage that kills the unit possessing the behavior. Also i believe that the Damage Response Location should be attacker, on the behavior. I cant say for sure because its been so long but changing these may help.
The "Damage Response - Location" actually needs to be set to defender (otherwise the response activates when the unit is attacking, not when it is attacked). For my issue, it turns out part that a couple of the attacker's weapons were set to the "spell" type damage-type which didn't activate the response. It's all working perfectly fine, now. As for the actor issues, it turns out the behaviour itself didn't have requirements; everything else did. Thus, the behaviour was always on despite the UI saying it wasn't and the spikes would always appear.
Ah good that you have it working and thanks for the clarification on what i was thinking. its been a while since i was seriously into editing.