The Events inside the actor data type make absolutely no sense to me and this has completely caused me to delay my big project. I need a super begginer level of using the events, maybe a tutorial that gives a unit a fire aura.
Actor events are terra nova they are really tricky....well some of them at least. For your aura you want a model type actor with an attach to origin SOp. Event wise behavior (name of your aura buff) on > create and behavior (name of your aura buff) off > destroy. I advise you use the fungal growth actor as a reference.
how are the events listed even events? set speed, set opacity, etc...
that doesn't look like an event, it looks more like an action, and there are absolutely no tool tips or anything.
Is learning how to use the actor editor a crap shoot? How am I suppose to figure this random non-sense out...
ive been learning the editor sints last september , and im starting work on my second project now . and to be honest i STILL dont understand actors. LOL
start small and work your way up . dont make a big project if ur just starting cause your gona find your self overwhelmed with things your dont understand and bugs
and keep watching video tutorials and text once too
maybe a brief explanation of what you are trying to do...
however, i learned a lot from following some tutorials around here. try this tutorial. why? because it will at least successfully get you some experience with actors and that tricky events+ window...
I dont know what the fuck im doing and the statement above makes sense i guess from a programmers opinion but it won't work (im not suprised)
I can't find any tutorials on youtube either.
Here is a simple and short buff actor tutorial. Follow this and you will be able to display a graphical effect (eye candy) when a unit gets buffed.
First and foremost, you need to set up the ability, the effects and the behaviors. Just make a quick ability that increases health or speed or whatever, doesn't matter. Just be sure that the ability is set by using a behavior. I am assuming you can do that part just fine.
Second, create an actor of type model with a model based on ModelAnimationStyleContinuous. Basically this sets up a model actor that will play an animation in an endless loop. The actual model that it creates and appears is set in the model field in the actor. Set it to whatever you want, the active crystals model for a good buff aura.
Thrid, go into the events + of the actor you created. You should should see the default actor events listed. Now, to get the model you picked in step two to show up when the abilities behavior is triggered, you need to create a new event. So right click and click Add Event. Set the Msg Type to Behavoir, set the Source Name to the name of the behavior you created, lastly set Sub Name to On. It should look like Behavior.THEBEHAVIORNAMEYOUSET.On. That line alone doesn't do anything without adding an action. The default action type that usually comes up is ActionImpact, change that Create.
Now just take a look at how that reads...
Behavior.THEBEHAVIOURNAMEYOUSET.On
Create
You can deduce that it means, anytime your ability is "on" , create the actor type (which is a model in this case), so it creates the model you chose in the second step. I think where a lot of people get confused in two places. The first is how to link an actor to an ability, the second is how to link an object (be it an animation, model or sound) to the actor.
The final step, I leave to you to figure out. Be conservative, its never nice to leave things on. Destroy unused actors. :p
In all actuality, the ACTOR links to the ability and it's not possible for the ability to link to the actor. And choosing the correct actor type and correctly basing on the right option is key. I hope this makes sense.
Alternatively, ProzaicMuze did an amazing job explaining basic functionality of actors here
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The Events inside the actor data type make absolutely no sense to me and this has completely caused me to delay my big project. I need a super begginer level of using the events, maybe a tutorial that gives a unit a fire aura.
Actor events are terra nova they are really tricky....well some of them at least. For your aura you want a model type actor with an attach to origin SOp. Event wise behavior (name of your aura buff) on > create and behavior (name of your aura buff) off > destroy. I advise you use the fungal growth actor as a reference.
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
ugh... makes no sense...
how are the events listed even events? set speed, set opacity, etc... that doesn't look like an event, it looks more like an action, and there are absolutely no tool tips or anything.
Is learning how to use the actor editor a crap shoot? How am I suppose to figure this random non-sense out...
trial and error.. lol
ive been learning the editor sints last september , and im starting work on my second project now . and to be honest i STILL dont understand actors. LOL
start small and work your way up . dont make a big project if ur just starting cause your gona find your self overwhelmed with things your dont understand and bugs
and keep watching video tutorials and text once too
Alot of the events are actions from other events which can be used to trigger further modifications.
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
Does anyone know a cool simple effect they can teach me how to do so I can work my way up from there?
right now im just clueless, I tried
UnitBirth.Marine.EditorPlaced Create FireMedium FireMedium
I dont know what the fuck im doing and the statement above makes sense i guess from a programmers opinion but it won't work (im not suprised)
I can't find any tutorials on youtube either.
maybe a brief explanation of what you are trying to do...
however, i learned a lot from following some tutorials around here. try this tutorial. why? because it will at least successfully get you some experience with actors and that tricky events+ window...
Here is a simple and short buff actor tutorial. Follow this and you will be able to display a graphical effect (eye candy) when a unit gets buffed.
First and foremost, you need to set up the ability, the effects and the behaviors. Just make a quick ability that increases health or speed or whatever, doesn't matter. Just be sure that the ability is set by using a behavior. I am assuming you can do that part just fine.
Second, create an actor of type model with a model based on ModelAnimationStyleContinuous. Basically this sets up a model actor that will play an animation in an endless loop. The actual model that it creates and appears is set in the model field in the actor. Set it to whatever you want, the active crystals model for a good buff aura.
Thrid, go into the events + of the actor you created. You should should see the default actor events listed. Now, to get the model you picked in step two to show up when the abilities behavior is triggered, you need to create a new event. So right click and click Add Event. Set the Msg Type to Behavoir, set the Source Name to the name of the behavior you created, lastly set Sub Name to On. It should look like Behavior.THEBEHAVIORNAMEYOUSET.On. That line alone doesn't do anything without adding an action. The default action type that usually comes up is ActionImpact, change that Create.
Now just take a look at how that reads...
Behavior.THEBEHAVIOURNAMEYOUSET.On
You can deduce that it means, anytime your ability is "on" , create the actor type (which is a model in this case), so it creates the model you chose in the second step. I think where a lot of people get confused in two places. The first is how to link an actor to an ability, the second is how to link an object (be it an animation, model or sound) to the actor.
The final step, I leave to you to figure out. Be conservative, its never nice to leave things on. Destroy unused actors. :p
In all actuality, the ACTOR links to the ability and it's not possible for the ability to link to the actor. And choosing the correct actor type and correctly basing on the right option is key. I hope this makes sense.
Alternatively, ProzaicMuze did an amazing job explaining basic functionality of actors here