hey, i have big problems to use models for my new spells.
normally, i change the model in the actors tab to a blizzard model. this works perfect, no problems. i only change the size.
but i have some spells, i want models i don´t fight as "models", but in the model viewer.
so i created a model in the models tab, but it doesnt show up. then i copied it from another one, the same. (its archonSummonCircle, i want it as an aura)
i don´t know why, do i have to set play animation somewhere? because if i change the (in the models tab) model to terrazin tank death, there is no exploding terrazin tank, but the intact one. (looks really stupid attached on units by the way :-D )
what kind of model/actor should i use in general? buffcontinous, play animation model, cmodel ? whats the difference?
persistentFX, oneshotFX...
So if i understand you correctly, you want to use the archon summoning model to indicate that an aura is active on a unit? If so, do this:
Create a new actor off of CActorModel
Set that actor's art to your custom model
Open the Hosting tab of your actor, and under the Host group, set Subject to the _Selectable Alias. This will attach the model to the unit that the behavior is activated on, instead of leaving in the spot that the behavior was activated at.
Add the following events:
- Behavior.YourAuraBehavior.On
/ Create
- ActorCreation
/ AnimBracketStart BSD Birth Stand Stand 01, Death PlayForever (that is, select the Stand animation, Variation 01 for the Content)
- AnimBracketState.*.AfterClosing
> AnimName BSD
/ Destroy
- ActorOrphan
/ AnimBracketStop BSD
- Behavior.YourAuraBehavior.Off
/ AnimBracketStop BSD
(I wrote that in as close a format as i could get to the condensed event format seen in the events tab).
This will create the actor when your behavior starts, and make the animation gracefully fade out either when the unit with the behavior dies or the aura cuts off.
You'll need to change the specific set of animations played if you change the model, but that's the basic stuff.
thanks man, this was a really good description. it works and i understood how this works, thank you. my mistake was that i had only the 2 events create actor and destroy actor and not what you wrote...
hey, i have big problems to use models for my new spells. normally, i change the model in the actors tab to a blizzard model. this works perfect, no problems. i only change the size. but i have some spells, i want models i don´t fight as "models", but in the model viewer. so i created a model in the models tab, but it doesnt show up. then i copied it from another one, the same. (its archonSummonCircle, i want it as an aura) i don´t know why, do i have to set play animation somewhere? because if i change the (in the models tab) model to terrazin tank death, there is no exploding terrazin tank, but the intact one. (looks really stupid attached on units by the way :-D )
what kind of model/actor should i use in general? buffcontinous, play animation model, cmodel ? whats the difference? persistentFX, oneshotFX...
it would be great if someone can tell me, thx
So if i understand you correctly, you want to use the archon summoning model to indicate that an aura is active on a unit? If so, do this:
- Behavior.YourAuraBehavior.On
/ Create
- ActorCreation
/ AnimBracketStart BSD Birth Stand Stand 01, Death PlayForever (that is, select the Stand animation, Variation 01 for the Content)
- AnimBracketState.*.AfterClosing
> AnimName BSD
/ Destroy
- ActorOrphan
/ AnimBracketStop BSD
- Behavior.YourAuraBehavior.Off
/ AnimBracketStop BSD
(I wrote that in as close a format as i could get to the condensed event format seen in the events tab).
This will create the actor when your behavior starts, and make the animation gracefully fade out either when the unit with the behavior dies or the aura cuts off.
You'll need to change the specific set of animations played if you change the model, but that's the basic stuff.
thanks man, this was a really good description. it works and i understood how this works, thank you. my mistake was that i had only the 2 events create actor and destroy actor and not what you wrote...