Running into a few problems that previous experience and other threads haven't been able to solve:
1. "Stop Regeneration" Debuff
Goal is to create an aura for a unit that halts the regeneration of nearby units and reduces their health by 1 per second. This works as far as the -1 health/second (as part of a periodic Search Area that applies the damage to enemies within X units every second), but my attempt to halt any amount of health regeneration (by creating a buff that modifies health regeneration by -100, which, surprisingly, just translates into "loses 100 health per second") hasn't been as successful. Is there a way to just halt health regeneration?
2. Changing Height/Walk (and Idle) Animation via States
-I'm somewhat familiar with states so far - I've been able to create a buff that applies a state that increases unit size by X%, but that's about as far as I've gone with it - but I'm currently stumped on a state that is applied alongside a buff that brings the unit's model slightly below ground level and changes its walk animation (to clarify, this is a model exported from WoW, so I've brought over multiple walk/idle animations as well) as long as the buff is in place. I'm a bit confused as far as Event fields go; increasing model size was fairly straightforward, but I'm not sure what to even look for when it comes to model height or animation changes (in terms of moving/not moving context).
I've got a good amount of other questions but, as usual, I'll try to limit it to two at a time!
Behaviors have Modification: Height and Modification: Height Time fields. Give it a height modification, and height times are used to control how long it takes to transition to and from that height when the behavior is taken off.
As for the walk animation... It depends on the name of the animation.
If you are trying to go from Walk to Walk Superior, you can use the actor action "Apply Animation Group" with the animation group being Superior (mind you, this will affect any other animations that have a superior variant, e.g. Attack -> Attack Superior).
If you are trying to go from Walk to something totally unrelated like Fly (whatever), then it becomes more complicated. You'll have to use terms. In the original walk event, add a term that the unit doesn't have the behavior that you want to change their movement. Then add a new walk event, with the new animation, with a term that they do have the behavior.
For the terms, you can either use "Validate Unit" with a corresponding validator, or you can give the actor additional events "Behavior On" and "Behavior Off" with an action of "Set Status" for some actor status to track the presence of the behavior. Then the corresponding term would be "Is Status" I believe. You'd also need to have an "Actor Creation" event to set the status to the default value.
Running into a few problems that previous experience and other threads haven't been able to solve:
1. "Stop Regeneration" DebuffGoal is to create an aura for a unit that halts the regeneration of nearby units and reduces their health by 1 per second. This works as far as the -1 health/second (as part of a periodic Search Area that applies the damage to enemies within X units every second), but my attempt to halt any amount of health regeneration (by creating a buff that modifies health regeneration by -100, which, surprisingly, just translates into "loses 100 health per second") hasn't been as successful. Is there a way to just halt health regeneration?2. Changing Height/Walk (and Idle) Animation via States
-I'm somewhat familiar with states so far - I've been able to create a buff that applies a state that increases unit size by X%, but that's about as far as I've gone with it - but I'm currently stumped on a state that is applied alongside a buff that brings the unit's model slightly below ground level and changes its walk animation (to clarify, this is a model exported from WoW, so I've brought over multiple walk/idle animations as well) as long as the buff is in place. I'm a bit confused as far as Event fields go; increasing model size was fairly straightforward, but I'm not sure what to even look for when it comes to model height or animation changes (in terms of moving/not moving context).
I've got a good amount of other questions but, as usual, I'll try to limit it to two at a time!
Solved the "Stop Regeneration" Debuff by discovering the "Suppress Life Regeneration" option in the Buff modifier (where stuff like "Stun" is).
Bumping for visibility!
Is it possible that this is a Trigger issue and not a Data issue? Should I put it on a different subforum?
Behaviors have Modification: Height and Modification: Height Time fields. Give it a height modification, and height times are used to control how long it takes to transition to and from that height when the behavior is taken off.
As for the walk animation... It depends on the name of the animation.
If you are trying to go from Walk to Walk Superior, you can use the actor action "Apply Animation Group" with the animation group being Superior (mind you, this will affect any other animations that have a superior variant, e.g. Attack -> Attack Superior).
If you are trying to go from Walk to something totally unrelated like Fly (whatever), then it becomes more complicated. You'll have to use terms. In the original walk event, add a term that the unit doesn't have the behavior that you want to change their movement. Then add a new walk event, with the new animation, with a term that they do have the behavior.
For the terms, you can either use "Validate Unit" with a corresponding validator, or you can give the actor additional events "Behavior On" and "Behavior Off" with an action of "Set Status" for some actor status to track the presence of the behavior. Then the corresponding term would be "Is Status" I believe. You'd also need to have an "Actor Creation" event to set the status to the default value.
Good luck!
Don't use state monitors for everything man, it's not general case. Performance wise it's pretty heavy, basicaly +1 thread.
Edit: made very simple map for you, cuz i assume youre very new to editor. Mb will be helpfull somehow..