So today i got wanted to get a bit more sophisticated with how my upgrades for units effects their individual looks. I made a behavior called "Upgrade Creep Level 1" which is just a positive buff that adds unit health / shields. I made a BuffFX Model with the Electrocute actor. I made an Actor Model BuffContinuous with the events set to Behavior.UpgradeCreepLevel1.On Create. I applied the behavior to a Zealot.. Ok I figured this was just an easy way of doing it to give the Zealot Actor a added bonus but it doesn't seem to work this way.. have been fumbeling around with this for quite some time and was now wondering if anybody could help me here ... im lost getting this simple thing to work...
Your description sounds correct in general. Check the following things:
Did you select the correct model file for your model object?
Did you select the correct model object for your actor?
Are the events correct? There should at least be one event creating the actor (yours looks correct) and another event, which plays an animation or starts an animation bracket
Does the model support the animations? Usually, the animations played are birth, stand and death, maybe your model does not have these animations? You can look it up in the previewer.
Are your Hosting fields set correctly? For a behavior, you usually want to use _Selectable for the Host Subject and one of the attachment site operations (for example SOpAttachCenter) for Host Site Operations.
Try basing your actor off of the preset. Duplicate something like stim pack (the actor) and change the model and get rid of the attach point. Then just change the create event to behavior on. You sound like your doing it right, but as kruken pointed out, there's a lot of little things that could have gone wrong.
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I feel like reviving the thread since I've got a very similar problem. I have a debuff which does burning damage over its duration (lasts like 15 seconds). I managed to attach the "ghost collateral fire nuke" model via an actor to the behaviour. Unfortunately the actor vanishes after a certain amount of time (which is less than the behaviour duration). I guess it has something to do with the stand animation play time? How can I make the model play for the whole duration until it I destroy it manually?
Did you use the Animation Style Continuous actors? The animation style one shot ones only play the stand animation once.
You can try the Play Forever flag for your animation actor message, but this does only work for some cases. You can also try to restart the animation after some time, or to slow it down to match your behavior duration (if it doesn't mess up your visuals).
IIRC the collateral fire thingy used the FireImpact.m3 model, just like the siege tank impact fire, correct? In this case, slowing down the animation or play forever won't work. So repeating it is; I would recommend to clear your events and set up new ones, like this:
Behavior.X.on
Create
Behavior.X.off
Destroy
ActorCreation
AnimPlay "Lifetime" Stand (check Play Forever)
ActorCreation
TimerStart
TimerExpired
TimerStart 3.00 (set based on the animation length, as high as possible, as low as necessary)
TimerExpired
AnimSetCompletion "Lifetime" 0
There might be other ways to repeat an animation, however, this is the most reliable way I found so far. You play the animation and use a timer to reset the completion of the animation every X seconds.
I only specified a duration for the 2nd timer, because it doesn't hurt, if the first timer expires instantly; you can add the time to the first timer as well. I usually only use the 2nd timer for easier adjustment.
You don't need to call the animation Lifetime, any name will work. Blizzard uses lifetime sometimes, I try to follow their conventions usually.
If you use other timers within this actor, use timer names and terms.
Well then you did overlook something :) With this code the actor won't show at all. Unfortunately I don't have a lot of time and not a very high understanding of how actors work so I am not inclined to experiment a lot. However, if you can get it to work please let me know. Thanks again and here is the modified event list in its current state (which seems to not work at all :/):
So today i got wanted to get a bit more sophisticated with how my upgrades for units effects their individual looks. I made a behavior called "Upgrade Creep Level 1" which is just a positive buff that adds unit health / shields. I made a BuffFX Model with the Electrocute actor. I made an Actor Model BuffContinuous with the events set to Behavior.UpgradeCreepLevel1.On Create. I applied the behavior to a Zealot.. Ok I figured this was just an easy way of doing it to give the Zealot Actor a added bonus but it doesn't seem to work this way.. have been fumbeling around with this for quite some time and was now wondering if anybody could help me here ... im lost getting this simple thing to work...
Your description sounds correct in general. Check the following things:
Try basing your actor off of the preset. Duplicate something like stim pack (the actor) and change the model and get rid of the attach point. Then just change the create event to behavior on. You sound like your doing it right, but as kruken pointed out, there's a lot of little things that could have gone wrong.
Ah yes the attachment point i was using was not set to _Selectable... i knew it would be something silly i was just overlooking thanks a lot guys
@JuvialsRequiem: Go
I feel like reviving the thread since I've got a very similar problem. I have a debuff which does burning damage over its duration (lasts like 15 seconds). I managed to attach the "ghost collateral fire nuke" model via an actor to the behaviour. Unfortunately the actor vanishes after a certain amount of time (which is less than the behaviour duration). I guess it has something to do with the stand animation play time? How can I make the model play for the whole duration until it I destroy it manually?
Did you use the Animation Style Continuous actors? The animation style one shot ones only play the stand animation once.
You can try the Play Forever flag for your animation actor message, but this does only work for some cases. You can also try to restart the animation after some time, or to slow it down to match your behavior duration (if it doesn't mess up your visuals).
IIRC the collateral fire thingy used the FireImpact.m3 model, just like the siege tank impact fire, correct? In this case, slowing down the animation or play forever won't work. So repeating it is; I would recommend to clear your events and set up new ones, like this:
There might be other ways to repeat an animation, however, this is the most reliable way I found so far. You play the animation and use a timer to reset the completion of the animation every X seconds.
I only specified a duration for the 2nd timer, because it doesn't hurt, if the first timer expires instantly; you can add the time to the first timer as well. I usually only use the 2nd timer for easier adjustment.
You don't need to call the animation Lifetime, any name will work. Blizzard uses lifetime sometimes, I try to follow their conventions usually.
If you use other timers within this actor, use timer names and terms.
I just tried to implement this, but unfortunately there is no msg type "Time Start"?! TimerSet and TimerKill are the only ones I could find.
Sorry, was doing this from memory. TimerSet is the correct one.
Well then you did overlook something :) With this code the actor won't show at all. Unfortunately I don't have a lot of time and not a very high understanding of how actors work so I am not inclined to experiment a lot. However, if you can get it to work please let me know. Thanks again and here is the modified event list in its current state (which seems to not work at all :/):
Why you got the supporter destruction?
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