I have multiple abilities which set targets aflame. I have a behaviour which lasts 3 seconds and stacks 10 times. There is also an actor which shows a burning flame on the target with behaviour on/off actor.
How can I switch/tint the actor for full (10) stacks? I looked into the actor terms but I couldn't find anything relating to behaviours.
You can create a State Monitor actor and 10 validators for the stack count. The state monitor can adjust unit tint based on which validators return true.
Go to the Events section of the actor which you want to modify. Here, you can set up a 'Set Tint Color', 'Set Scale', 'Set Opacity', or even 'Create' / 'Destroy' action based on a 'Effect.(effectWhichAddsBehavior).Start' event (Alternatively, use anything which will happen every time the behavior stacks). After the event is set up, add a Term, which is like a Condition for the event, and set it to 'ValidateUnit'. Here, attach it to a 'Unit Compare Behavior Count' Validator where you can set the behavior to be checked and the number of stacks required for a change to occur.
If you want there to be multiple stages, ex. Scale increase at [5] stacks, Tint at [7], you can do this by creating multiple 'Unit Compare Behavior Count' validators, each with a different Stack requirement.
Go to the Events section of the actor which you want to modify. Here, you can set up a 'Set Tint Color', 'Set Scale', 'Set Opacity', or even 'Create' / 'Destroy' action based on a 'Effect.(effectWhichAddsBehavior).Start' event (Alternatively, use anything which will happen every time the behavior stacks). After the event is set up, add a Term, which is like a Condition for the event, and set it to 'ValidateUnit'. Here, attach it to a 'Unit Compare Behavior Count' Validator where you can set the behavior to be checked and the number of stacks required for a change to occur.
If you want there to be multiple stages, ex. Scale increase at [5] stacks, Tint at [7], you can do this by creating multiple 'Unit Compare Behavior Count' validators, each with a different Stack requirement.
Thanks, to both of you. I finally managed to do it with lots of events and validators. If anybody is interested in the results. Write me somewhere.
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Hi,
I have multiple abilities which set targets aflame. I have a behaviour which lasts 3 seconds and stacks 10 times. There is also an actor which shows a burning flame on the target with behaviour on/off actor.
How can I switch/tint the actor for full (10) stacks? I looked into the actor terms but I couldn't find anything relating to behaviours.
You can create a State Monitor actor and 10 validators for the stack count. The state monitor can adjust unit tint based on which validators return true.
Go to the Events section of the actor which you want to modify. Here, you can set up a 'Set Tint Color', 'Set Scale', 'Set Opacity', or even 'Create' / 'Destroy' action based on a 'Effect.(effectWhichAddsBehavior).Start' event (Alternatively, use anything which will happen every time the behavior stacks). After the event is set up, add a Term, which is like a Condition for the event, and set it to 'ValidateUnit'. Here, attach it to a 'Unit Compare Behavior Count' Validator where you can set the behavior to be checked and the number of stacks required for a change to occur.
If you want there to be multiple stages, ex. Scale increase at [5] stacks, Tint at [7], you can do this by creating multiple 'Unit Compare Behavior Count' validators, each with a different Stack requirement.
Thanks, to both of you. I finally managed to do it with lots of events and validators. If anybody is interested in the results. Write me somewhere.