So I created an ability that is designed to lay down a patch of ooze that slows down anything crossing over it. I created a Search Area effect and a Persistent effect going off Psi Storm as a reference. The ability itself works, but the bigger problem is that when I go to use the ability it only shows the single target reticule like it's looking for one target. However the AoE is working correctly because it highlights units that come within range of the cursor.
How do I make it show the circle that represents the AoE where the ooze will land, like in Psi Storm or Grenade?
And while I'm asking, how do you create a persistent display like the psionic lightning created by Psi Storm? I know you have to add some actors, but I haven't found where those actors are linked to the ability.
As for the cursor, you need an actor of type Splat -> Cursor Splat. Like the "PsiStormCursorSplat (Unnamed)" actor for Psi Storm.
Note: in your ability, you also need to set the field Cursor Effect to your search area effect, so the splat know which radius it should be at.
As for the lightning effect in Psi Storm, this is done by the actor "High Templar Psi Storm Model". I assume you can use them as a refference, and do something similar with your ability.
As for the cursor, you need an actor of type Splat -> Cursor Splat. Like the "PsiStormCursorSplat (Unnamed)" actor for Psi Storm.
Note: in your ability, you also need to set the field Cursor Effect to your search area effect, so the splat know which radius it should be at.
My ability already points to the search effect. And I get making a new actor. But where do I tell the search effect what actor to link to? There's no "Actor" field in the list of fields inside a search effect.
As for the lightning effect in Psi Storm, this is done by the actor "High Templar Psi Storm Model". I assume you can use them as a refference, and do something similar with your ability.
And this pretty much amounts to the same question as above, where do I link it to the Actor. I don't see an "Actor" field.
You tell the actor to link to the ability, or the effect.
Most actors has an events+ field (I cant think of an actor that doesnt). This is kind of a list of small triggers containing one event, zero or more conditions, and one action. Usually, there is an event with the action Create.
Take the cursor effect "PsiStormCursorSplat (Unnamed)" for example. It has the following event
Abil.PsiStorm.Cursor
Create
This is responsible for creating the actor at the right time. You would then need to make an actor with
Abil.<Your ability>.Cursor
Create
Also, in your cursor splat actor, remember to set the model field to whatever model you want to be displayed at the cursor.
If we take the "High Templar Psi Storm Model" actor instead, it also has a create event
Effect.PsiStormPersistent.Start
Create
This event creates the actor. Then there is another event that fires when the actor is created
ActorCreation
AnimBracketStart BSD Birth Stand Death
This will make sure that the model plays the correct animations (First birth, then stand (looping), then death)
Effect.PsiStormPersistent.End
AnimBracketStop BSD
Will make the animation bracket play the death animation, and then close.
And finally,
Will destroy the actor after an animation bracket called BSD closes
So to make something similar, you need to replace PsiStormPersistent with your persistent effect (Or you can use other events to create/destroy the actor).
Glad I asked. That would have taken me hours if not days to figure out on my own. Thanks for putting it all together for me. A little duplicating, some renaming, works like a charm. Thanks again.
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So I created an ability that is designed to lay down a patch of ooze that slows down anything crossing over it. I created a Search Area effect and a Persistent effect going off Psi Storm as a reference. The ability itself works, but the bigger problem is that when I go to use the ability it only shows the single target reticule like it's looking for one target. However the AoE is working correctly because it highlights units that come within range of the cursor.
How do I make it show the circle that represents the AoE where the ooze will land, like in Psi Storm or Grenade?
And while I'm asking, how do you create a persistent display like the psionic lightning created by Psi Storm? I know you have to add some actors, but I haven't found where those actors are linked to the ability.
Thanks for any help you can provide.
As for the cursor, you need an actor of type Splat -> Cursor Splat. Like the "PsiStormCursorSplat (Unnamed)" actor for Psi Storm.
Note: in your ability, you also need to set the field Cursor Effect to your search area effect, so the splat know which radius it should be at.
As for the lightning effect in Psi Storm, this is done by the actor "High Templar Psi Storm Model". I assume you can use them as a refference, and do something similar with your ability.
My ability already points to the search effect. And I get making a new actor. But where do I tell the search effect what actor to link to? There's no "Actor" field in the list of fields inside a search effect.
And this pretty much amounts to the same question as above, where do I link it to the Actor. I don't see an "Actor" field.
You tell the actor to link to the ability, or the effect.
Most actors has an events+ field (I cant think of an actor that doesnt). This is kind of a list of small triggers containing one event, zero or more conditions, and one action. Usually, there is an event with the action Create.
Take the cursor effect "PsiStormCursorSplat (Unnamed)" for example. It has the following event
Abil.PsiStorm.Cursor
Create
This is responsible for creating the actor at the right time. You would then need to make an actor with
Abil.<Your ability>.Cursor
Create
Also, in your cursor splat actor, remember to set the model field to whatever model you want to be displayed at the cursor.
If we take the "High Templar Psi Storm Model" actor instead, it also has a create event
Effect.PsiStormPersistent.Start
Create
This event creates the actor. Then there is another event that fires when the actor is created
ActorCreation
AnimBracketStart BSD Birth Stand Death
This will make sure that the model plays the correct animations (First birth, then stand (looping), then death)
Effect.PsiStormPersistent.End
AnimBracketStop BSD
Will make the animation bracket play the death animation, and then close.
And finally,
AnimBracketState.*.AfterClosing
AnimName BSD
Destroy
Will destroy the actor after an animation bracket called BSD closes
So to make something similar, you need to replace PsiStormPersistent with your persistent effect (Or you can use other events to create/destroy the actor).
@SBeier: Go
Glad I asked. That would have taken me hours if not days to figure out on my own. Thanks for putting it all together for me. A little duplicating, some renaming, works like a charm. Thanks again.