I have a buff that uses a model that looks like a burning fire. To be more precise - TerranBuildingFireSmall.m3.
When this buff is applied to a unit, the fire only burns once. Than it dies.
I try to make the animation "Play forever", and I try some other advices I have found here on SC2mapster.
When I switch to another model, for example AcradeVikingShield.m3, that model lasts forever!
When I try several fire models, none of them work.
Is it possible to get around this in some way? Or are just certain models worthless to use for buffs?
(Below is the event field for the buffs actor. It is linked to a PersistentSpellFX-model. And it works with other models. Just not any kind of fire model >.< )
I did try some play animation stuff I read about. But maybe I´ve done something wrong, or it does just not work with this specific model.
Exactly how do you mean?
Edit: Thank you for the PM. I´ve tried that too and it does not work, at least not with this model.
In case anyone wonder what I am suppose to do:
Add a flamethrower attack to the Marauder. When the weapon is activated, a burning fire is supposed to be visible at the weapon barrel. I get almost everything to work. The only problem is that the fire only burns for 5 seconds >.<
(I want it to burn as long as the flamethrower weapon is activated)
@Kabelkorven: Go
I usually loop such stuff by doing following:
->go to actors events+ field
->on actors creation set timer that lasts for ~2/3 of animations duration
->when timer expires, set animation completion to 0%, restart timer
It's pretty useful for stuff like perfectly looping sentry guardian shield too.
Edit: yeah, "play forever" flag doesn't work with everything, so you'll need to reset animation before it finishes or else it's gone :D
When dealing with timers in actor events you must always specify timer. Also when actor is created BSD is played by default so you can try to reset BSD instead. I don't remember the length of fires stand animation but if it expires earlier than timer you won't be able to reset it.
I have a buff that uses a model that looks like a burning fire. To be more precise - TerranBuildingFireSmall.m3.
When this buff is applied to a unit, the fire only burns once. Than it dies.
I try to make the animation "Play forever", and I try some other advices I have found here on SC2mapster.
When I switch to another model, for example AcradeVikingShield.m3, that model lasts forever!
When I try several fire models, none of them work.
Is it possible to get around this in some way? Or are just certain models worthless to use for buffs?
(Below is the event field for the buffs actor. It is linked to a PersistentSpellFX-model. And it works with other models. Just not any kind of fire model >.< )
@Kabelkorven: Go
Have you tried the play animation event with lo checked instead of the animation bracket?
I did try some play animation stuff I read about. But maybe I´ve done something wrong, or it does just not work with this specific model.
Exactly how do you mean?
Edit: Thank you for the PM. I´ve tried that too and it does not work, at least not with this model.
In case anyone wonder what I am suppose to do:
Add a flamethrower attack to the Marauder. When the weapon is activated, a burning fire is supposed to be visible at the weapon barrel. I get almost everything to work. The only problem is that the fire only burns for 5 seconds >.< (I want it to burn as long as the flamethrower weapon is activated)
@Kabelkorven: Go
I usually loop such stuff by doing following:
->go to actors events+ field
->on actors creation set timer that lasts for
~
2/3 of animations duration->when timer expires, set animation completion to 0%, restart timer
It's pretty useful for stuff like perfectly looping sentry guardian shield too.
Edit: yeah, "play forever" flag doesn't work with everything, so you'll need to reset animation before it finishes or else it's gone :D
Duckie, that sounds great!
This is how it looks for me atm, and it does not work. (I´ve tried some variations)
(Picture below)
Obviously I do something wrong, but I am not sure how to get it right.
@Kabelkorven: Go
Actor Creation
->TimerSet 3.0000 Timer1
TimerExpired
->Term:TimerName Timer1
->AnimSetCompletiation BSD 0%
TimerExpired
->Term:TimerName Timer1
When dealing with timers in actor events you must always specify timer. Also when actor is created BSD is played by default so you can try to reset BSD instead. I don't remember the length of fires stand animation but if it expires earlier than timer you won't be able to reset it.
Thank you Ducky,
it works great!
duke ,you are awesome! can you place the software to me???