I created a custom ability that gives stackable chrono boost on the structure. My problem is that once these chrono boosts are removed the structures keep playing their animations faster. I tried to solve this in the actor tab with: behavior behaviourname destroy- set timescale global 1.0 but it isn't reset the animation speed for some reason. Any ideas?
no sadly it isn't for some reason. Additional info: The stack is placed on the unit when its under construction. Basically Its speed up construction. A validator remove said chrono boost behavior when the structure finished. Still the animation speed remain fast for some reason (no the structure is not chrono boosted anymore)
There is no actor associated with the behavior so no. When the structure is in accelerated state its animation is faster automatically. I just tested around and the only time the animation remain fast is when the accelerated state remain until the finish of the structure. If i cancel it even 1 sec before the finish the animation work nicely. I don't get what causing it because as i said the structure doesn't remain in accelerated state, it train and research in the normal speed, the behavior is removed and its no more reduce resource cost periodically.
Thank you it works. I tried it once but now i realized the first time i tried it i forgot to remove the validator of under construction so it couldn't apply. No more problem with it this way :)
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I created a custom ability that gives stackable chrono boost on the structure. My problem is that once these chrono boosts are removed the structures keep playing their animations faster. I tried to solve this in the actor tab with: behavior behaviourname destroy- set timescale global 1.0 but it isn't reset the animation speed for some reason. Any ideas?
So a Behavior.*.off event resetting the speed?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
no sadly it isn't for some reason. Additional info: The stack is placed on the unit when its under construction. Basically Its speed up construction. A validator remove said chrono boost behavior when the structure finished. Still the animation speed remain fast for some reason (no the structure is not chrono boosted anymore)
It is definitely the actor associated with the behaviour causing the increase in animation speed?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
There is no actor associated with the behavior so no. When the structure is in accelerated state its animation is faster automatically. I just tested around and the only time the animation remain fast is when the accelerated state remain until the finish of the structure. If i cancel it even 1 sec before the finish the animation work nicely. I don't get what causing it because as i said the structure doesn't remain in accelerated state, it train and research in the normal speed, the behavior is removed and its no more reduce resource cost periodically.
So the application and removal of the buff to a structure with this animation speed issue does not fix it again?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Thank you it works. I tried it once but now i realized the first time i tried it i forgot to remove the validator of under construction so it couldn't apply. No more problem with it this way :)