Why does this Event: Events + menu have to be so messed up?
It's a trigger editor within the data editor but without all the text and descriptions that make triggers understandable >.<
/rant
I'm just trying to get a heal ray to work (just like the one of the medic). It broke when I duplicated normal medic beam.
Basically there is no beam showing up and the heal effect on the target and the sound effect doen't vanish after the medic stops channeling.
This spell isn't that important but I'm trying to understand the events and actions. Searching for those specific events on google/this site/awesome tutorial by prozaic didn't yield anything. If there is a tutorial please post :<
Can somebody explain these to me?
I have the following five actors.
1. In ImpactSite:
RefSet ::global.MedicHealImpact ::Self
I understand that this entire ImpactSite actor is kind of like a variable that defines itself and is used as a 'reference' in other actors.
So RefSet is would be the equivalent of 'set variable' in the trigger editor, right?
What is that ::global though? I dont get it :>
Here I only have two Events. Way less then in LaunchSite. Should it be that way? No SourceChannelStop oO
What do those do? Should I change HealModel/HealSound to my actors [Heal Ray (model), Heal Ray (Sound)]?
Also, here Abil.HealRay.SourceChannelStop -> Destroy appears three times. Why?
3. Beam
In Host Impact and Host Launch are the only places I ever used Actor 1 and 2.
In Events I have this grey part.
Actor Creation -> AnimBracketStart BSD Birth Stand Death
ActorOrphan -> AnimBracketStop BSD
AnimBracketState.*.AfterClosing -> AnimName BSD -> Destroy
Can I just leave that part? Does that destroy the beam when it's no longer used? (Dont have any other 'Destroy' around)
Also: ActorCreation -> RefSet ::HostLaunch ????
What is that? The actor already knows the LaunchSite from another field. Why ask for it again?
4. Model
Same gray part I have in Beam.
And Signal HealModel which I mentioned earlier :> ActorOrphan -> Destroy just removes the actor/model if no other actor is using it anymore, right?
5. Sound
SupporterDestruction -> Destroy
No clue what that does.
Also ActorCreation -> Create MedicHealSoundStart
ActorDestruction -> Create MedicHealSoundStop
I guess I understand what this does but I dont get these actors. They don't appear linked to the actual ability, just to the sound.
Do I have to copy them too?
Meh, this post is way too long :7
I'd really appreciate some help. Couldn't find anything on the web q.q
Why does this Event: Events + menu have to be so messed up?
It's a trigger editor within the data editor but without all the text and descriptions that make triggers understandable >.<
/rant
Amen.
Quote:
I'm just trying to get a heal ray to work (just like the one of the medic). It broke when I duplicated normal medic beam.
Basically there is no beam showing up and the heal effect on the target and the sound effect doen't vanish after the medic stops channeling.
This spell isn't that important but I'm trying to understand the events and actions. Searching for those specific events on google/this site/awesome tutorial by prozaic didn't yield anything. If there is a tutorial please post :<
The medic heal beam is a huge mess, I don't know exactly, why Blizzard made it the way it is. I am pretty sure, there are easier methods for a similar visual representation.
Quote:
Can somebody explain these to me?
I have the following five actors.
1. In ImpactSite:
RefSet ::global.MedicHealImpact ::Self
I understand that this entire ImpactSite actor is kind of like a variable that defines itself and is used as a 'reference' in other actors.
So RefSet is would be the equivalent of 'set variable' in the trigger editor, right?
What is that ::global though? I dont get it :>
Here I only have two Events. Way less then in LaunchSite. Should it be that way? No SourceChannelStop oO
You are right, it is just like a set variable. The ::global-pefix marks it as a global reference, similar to a global variable. Other references are bound to an actor scope, references in such a scope could be considered local or private.
Actors can send messages to other actors, by modifying the Target field. You can use actors without any events at all and make other actors send the required messages. This is useful, if you want to have all events in one place and not scattered between tons of actors. I usually make use of this for event-heavy tasks with multiple involved actors; I define one of the actors as a sort of event hub and let it manage the events of the other actors, especially, if precise timing is involved.
What do those do? Should I change HealModel/HealSound to my actors [Heal Ray (model), Heal Ray (Sound)]?
Also, here Abil.HealRay.SourceChannelStop -> Destroy appears three times. Why?
Signals can be used to communicate with other actors, if you don't want to send the message directly. So actor 1 doesnt send a destroy message to actor 2, but signal.*.destroy and actor 2 has an event to destroy itself when receiving the destroy signal.
The 3 destroys are probably targeted to the other involved actors.
Quote:
3. Beam
In Host Impact and Host Launch are the only places I ever used Actor 1 and 2.
In Events I have this grey part.
Actor Creation -> AnimBracketStart BSD Birth Stand Death
ActorOrphan -> AnimBracketStop BSD
AnimBracketState.*.AfterClosing -> AnimName BSD -> Destroy
Can I just leave that part? Does that destroy the beam when it's no longer used? (Dont have any other 'Destroy' around)
ActorOrphan triggers, if the actor's associated object or actor scope is missing/gets destroyed/whatever. So it should destroy the actor, if the unit is removed, for example.
Quote:
Also:
ActorCreation -> RefSet ::HostLaunch ????
What is that? The actor already knows the LaunchSite from another field. Why ask for it again?
Not sure. Maybe it is send to another actor again. Try to remove the event and see what happens?
Quote:
4. Model
Same gray part I have in Beam.
And Signal HealModel which I mentioned earlier :>
ActorOrphan -> Destroy just removes the actor/model if no other actor is using it anymore, right?
Yes, essentially.
Quote:
5. Sound
SupporterDestruction -> Destroy
No clue what that does.
Actors can be bound to hosts and supporters. Hosts have direct influence on the actor, they get attached to the host by default, you can use site operations and stuff. Supporters are just a definition thing. If you define an actor as your supporter, you can for example do what is done here: Destroy this actor, in case the supporter is destroyed. There might be more to it, but so far, I did not find other uses.
Quote:
Also
ActorCreation -> Create MedicHealSoundStart
ActorDestruction -> Create MedicHealSoundStop
I guess I understand what this does but I dont get these actors. They don't appear linked to the actual ability, just to the sound.
Do I have to copy them too?
Well, they are linked, as you can see here. They are created by the continuous sound actor, which is linked to the ability. Maybe the editor fails to see the connection.
I still don't really understand it q.q
I think I'll just start with even more basic abilities then this.
edit: Yay, I managed to get the + + + effect on medic while healing to display correctly :D
editedit:
6. I still dont get this RefSet which seems kind of important for Impact and Launch Sites.
By default it's
RefSet ::global.MedicHealImpact ::Self
Shouldn't it say something along the lines of 'Location of spell target'?
Where/How is the specific location stored?
7. Also, what is the difference between Abil.X.SourceChannelStart and Abil.X.TargetChannelStart?
8. When using a sound actor I noticed I don't actually have to add a 'play sound' into the actor but rather the actor would play the sound as long as it lives.
Is it the same for beams? Can I just create the actor and destroy it?
6. I still dont get this RefSet which seems kind of important for Impact and Launch Sites.
By default it's
RefSet ::global.MedicHealImpact ::Self
Shouldn't it say something along the lines of 'Location of spell target'?
Where/How is the specific location stored?
The ::Self refers to the actor, whose events contain this message. The actor is probably located at the target already.
Quote:
7. Also, what is the difference between Abil.X.SourceChannelStart and Abil.X.TargetChannelStart?
One triggers at the source, the other at the target. Simple as that. This way, you can make an actor play an animation or something, if it is targeted by a specific spell.
Quote:
8. When using a sound actor I noticed I don't actually have to add a 'play sound' into the actor but rather the actor would play the sound as long as it lives.
Is it the same for beams? Can I just create the actor and destroy it?
Sounds play by themselves, Models however need an animation. You will at least need an animation play or animation bracket.
I feel like I'm missing something. Google gives me no threads or tutorials or anything on that subject. Not a single thread about RefSet or Signals or any of that jazz. Should I be able to figure this stuff on my own somehow?
Heal Ray still not working :>
Could you (or anybody) take a look at the attached map?
It's just my custom heal ray which is a combination between medivac heal and medic heal.
For some reason the damn beam doesn't show up and I have no idea why not.
Such a simple thing ._.
Also, what's the difference between 'Animation Bracket Start', 'Animation Baseline Start', and 'Animation Play'?
Quote:
The medic heal beam is a huge mess, I don't know exactly, why Blizzard made it the way it is. I am pretty sure, there are easier methods for a similar visual representation.
Oh Yes! It even works differently than the medivacs healing beam. I just had exactly the same problem, and Kueken531 is right, there is an easier way:
Create a single "Beam (Simple)" Actor based on "Beam Simple Animation Style Continuous". No need for separate "Site" Actors.
In the "Host Impact" field set the Actor to "Actor Find", the Scope to "Scope Target" and the Subject to "Alias: _Selectable".
As the "Host Impact Site Ops" choose whatever you want to attach you beam to ("SOpAttachCenter" for example). Do this also for "Host Launch" and "Host Launch Site Ops" but change the Scope to "Scope Source".
As for the creation event choose "Effect.*YOUREFFECT*.Start" ("Effect.*YOUREFFECT*.Stop" to end it). Remember to set the correct model and it should work.
Rollback Post to RevisionRollBack
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Why does this Event: Events + menu have to be so messed up?
It's a trigger editor within the data editor but without all the text and descriptions that make triggers understandable >.<
/rant
I'm just trying to get a heal ray to work (just like the one of the medic). It broke when I duplicated normal medic beam.
Basically there is no beam showing up and the heal effect on the target and the sound effect doen't vanish after the medic stops channeling.
This spell isn't that important but I'm trying to understand the events and actions. Searching for those specific events on google/this site/awesome tutorial by prozaic didn't yield anything. If there is a tutorial please post :<
Can somebody explain these to me?
I have the following five actors.
1. In ImpactSite:
RefSet ::global.MedicHealImpact ::Self
I understand that this entire ImpactSite actor is kind of like a variable that defines itself and is used as a 'reference' in other actors.
So RefSet is would be the equivalent of 'set variable' in the trigger editor, right?
What is that ::global though? I dont get it :>
Here I only have two Events. Way less then in LaunchSite. Should it be that way? No SourceChannelStop oO
2. In LaunchSite:
Signal.*.HealModel -> RefSetFromMsg ::actor.HealModel ::Sender
Signal.*.HealSound -> RefSetFromMsg ::actor.HealSound ::Sender
What do those do? Should I change HealModel/HealSound to my actors [Heal Ray (model), Heal Ray (Sound)]?
Also, here Abil.HealRay.SourceChannelStop -> Destroy appears three times. Why?
3. Beam
In Host Impact and Host Launch are the only places I ever used Actor 1 and 2.
In Events I have this grey part.
Actor Creation -> AnimBracketStart BSD Birth Stand Death
ActorOrphan -> AnimBracketStop BSD
AnimBracketState.*.AfterClosing -> AnimName BSD -> Destroy
Can I just leave that part? Does that destroy the beam when it's no longer used? (Dont have any other 'Destroy' around)
Also:
ActorCreation -> RefSet ::HostLaunch ????
What is that? The actor already knows the LaunchSite from another field. Why ask for it again?
4. Model
Same gray part I have in Beam.
And Signal HealModel which I mentioned earlier :>
ActorOrphan -> Destroy just removes the actor/model if no other actor is using it anymore, right?
5. Sound
SupporterDestruction -> Destroy
No clue what that does.
Also
ActorCreation -> Create MedicHealSoundStart
ActorDestruction -> Create MedicHealSoundStop
I guess I understand what this does but I dont get these actors. They don't appear linked to the actual ability, just to the sound.
Do I have to copy them too?
Meh, this post is way too long :7
I'd really appreciate some help. Couldn't find anything on the web q.q
Who doesn't? ;)
Amen.
The medic heal beam is a huge mess, I don't know exactly, why Blizzard made it the way it is. I am pretty sure, there are easier methods for a similar visual representation.
You are right, it is just like a set variable. The ::global-pefix marks it as a global reference, similar to a global variable. Other references are bound to an actor scope, references in such a scope could be considered local or private.
Actors can send messages to other actors, by modifying the Target field. You can use actors without any events at all and make other actors send the required messages. This is useful, if you want to have all events in one place and not scattered between tons of actors. I usually make use of this for event-heavy tasks with multiple involved actors; I define one of the actors as a sort of event hub and let it manage the events of the other actors, especially, if precise timing is involved.
Signals can be used to communicate with other actors, if you don't want to send the message directly. So actor 1 doesnt send a destroy message to actor 2, but signal.*.destroy and actor 2 has an event to destroy itself when receiving the destroy signal.
The 3 destroys are probably targeted to the other involved actors.
ActorOrphan triggers, if the actor's associated object or actor scope is missing/gets destroyed/whatever. So it should destroy the actor, if the unit is removed, for example.
Not sure. Maybe it is send to another actor again. Try to remove the event and see what happens?
Yes, essentially.
Actors can be bound to hosts and supporters. Hosts have direct influence on the actor, they get attached to the host by default, you can use site operations and stuff. Supporters are just a definition thing. If you define an actor as your supporter, you can for example do what is done here: Destroy this actor, in case the supporter is destroyed. There might be more to it, but so far, I did not find other uses.
Well, they are linked, as you can see here. They are created by the continuous sound actor, which is linked to the ability. Maybe the editor fails to see the connection.
Thanks!
I still don't really understand it q.q
I think I'll just start with even more basic abilities then this.
edit: Yay, I managed to get the + + + effect on medic while healing to display correctly :D
editedit:
6. I still dont get this RefSet which seems kind of important for Impact and Launch Sites.
By default it's
RefSet ::global.MedicHealImpact ::Self
Shouldn't it say something along the lines of 'Location of spell target'?
Where/How is the specific location stored?
7. Also, what is the difference between Abil.X.SourceChannelStart and Abil.X.TargetChannelStart?
8. When using a sound actor I noticed I don't actually have to add a 'play sound' into the actor but rather the actor would play the sound as long as it lives.
Is it the same for beams? Can I just create the actor and destroy it?
The ::Self refers to the actor, whose events contain this message. The actor is probably located at the target already.
One triggers at the source, the other at the target. Simple as that. This way, you can make an actor play an animation or something, if it is targeted by a specific spell.
Sounds play by themselves, Models however need an animation. You will at least need an animation play or animation bracket.
Thanks again :)
I feel like I'm missing something. Google gives me no threads or tutorials or anything on that subject. Not a single thread about RefSet or Signals or any of that jazz. Should I be able to figure this stuff on my own somehow?
Heal Ray still not working :>
Could you (or anybody) take a look at the attached map?
It's just my custom heal ray which is a combination between medivac heal and medic heal.
For some reason the damn beam doesn't show up and I have no idea why not.
Such a simple thing ._.
Also, what's the difference between 'Animation Bracket Start', 'Animation Baseline Start', and 'Animation Play'?
Oh Yes! It even works differently than the medivacs healing beam. I just had exactly the same problem, and Kueken531 is right, there is an easier way: