Hello I have a behavior that applies a life steal to a unit's attack, while the behavior is present.
Currently when the behavior is "created" on the unit, it displays an actor that glows red at the units base, and is removed when the behavior is "destroyed"
What I am trying to add is an animation on the unit when hes actually being given life / life stealing from a unit.
This is similiar to dota where the units have a glowing effect while being given life when doing damage.
I can not seem to pick up on the behavior giving life back to the unit.
would you be able to have seperate behaviors for giving and recieving?
if not, you could always apply the art through a trigger, something detecting the change in life occuring, and applying the model to the unit accordingly
So, I think UnitAttacker should trigger when the unit is attacking, as oppsosed to UnitAttacked.
YourValidator would be a validator checking whether the unit has the life steal behavior.
And Create.. yea you get it :)
If your lifestealing ability is a persistent channeled effect then use something like this:
Effect.LifeSteal.Start
At Caster
Create
If your ability is fire and forget then you should make a dummy behavior on the caster. The Effect (Initial) and Effect (Final) fields of your life drain behavior can apply this to the caster to signal when the ablility starts and ends.
It's difficult to be specific when you haven't told us anything at all about how the ability works or how you've implemented it. The more details you give in the question the more we can give in the answer.
bump.... dont spose any Actor Experts can come up with a way to detect a life steal behavior giving life back.
by life steal behavior I mean
standard BUFF behavior
In the behavior there is a setting for how much hp to give back to the unit with the behavior per point of damage. I currently have it set to get (.2) of its damage back in life. This currently works.
Actor wise I already have an actor that is displayed on the unit when the behavior is present.
I am trying to make another actor that plays a short animation when the behavior actually gives hp back to the unit.
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yea riles method should work, use a dummy effect to apply a dummy behaviour to get an animation ( dummy means somethign that isnt doing anything and is mainly there to get spells looking/working right)
If your lifestealing ability is a persistent channeled effect then use something like this:
Effect.LifeSteal.Start
At Caster
Create
If your ability is fire and forget then you should make a dummy behavior on the caster. The Effect (Initial) and Effect (Final) fields of your life drain behavior can apply this to the caster to signal when the ablility starts and ends.
It's difficult to be specific when you haven't told us anything at all about how the ability works or how you've implemented it. The more details you give in the question the more we can give in the answer.
Hmm Ill look into the Initial effect and Final effect fields. Not sure if those go off when the unit is doing damage though.
I was able to detect the behavior reacting to the unit taking damage. Just not doing damage.
The Behavior was set to respond to "Location - Defender" for some reason the life stealing still worked even though this was set to respond in a defensive manner.
This setting did affect how the actor events handled what the behavior was doing. with the "handledamage" event.
I also had to configure the host site to be "_Unit" it was blank and wouldnt attach correctly. After that I needed a host site operator to attach it where it looked best.
Hello I have a behavior that applies a life steal to a unit's attack, while the behavior is present.
Currently when the behavior is "created" on the unit, it displays an actor that glows red at the units base, and is removed when the behavior is "destroyed"
What I am trying to add is an animation on the unit when hes actually being given life / life stealing from a unit.
This is similiar to dota where the units have a glowing effect while being given life when doing damage.
I can not seem to pick up on the behavior giving life back to the unit.
Any help would be apprciated.
@SouLCarveRR: Go
would you be able to have seperate behaviors for giving and recieving?
if not, you could always apply the art through a trigger, something detecting the change in life occuring, and applying the model to the unit accordingly
@coronbale: Go
Umm The point is to not use triggers but actors like your spose to.
Quickly looking through the actor events I came up with something like this:
So, I think UnitAttacker should trigger when the unit is attacking, as oppsosed to UnitAttacked.
YourValidator would be a validator checking whether the unit has the life steal behavior.
And Create.. yea you get it :)
If your lifestealing ability is a persistent channeled effect then use something like this:
Effect.LifeSteal.Start
At Caster
Create
If your ability is fire and forget then you should make a dummy behavior on the caster. The Effect (Initial) and Effect (Final) fields of your life drain behavior can apply this to the caster to signal when the ablility starts and ends.
It's difficult to be specific when you haven't told us anything at all about how the ability works or how you've implemented it. The more details you give in the question the more we can give in the answer.
@RileyStarcraft: Go
Like I said its the behavior doing it..... not an effect.
S3rius's way would require me to put a new event on every unit's actor in the game that could pick up my lifesteal buff
I could prolly Easily trigger the animation.
Im still trying to pick up on the Behavior handling the damage dealt and converting it to hp for the unit Im trying to do this with an actor event
bump.... dont spose any Actor Experts can come up with a way to detect a life steal behavior giving life back.
by life steal behavior I mean
@SouLCarveRR:
I already spelled out exactly how to do this.
yea riles method should work, use a dummy effect to apply a dummy behaviour to get an animation ( dummy means somethign that isnt doing anything and is mainly there to get spells looking/working right)
....
Hmm Ill look into the Initial effect and Final effect fields. Not sure if those go off when the unit is doing damage though.
I was able to detect the behavior reacting to the unit taking damage. Just not doing damage.
Dummy effects may be required. Ill try it out.
Several things I had to do.
The Behavior was set to respond to "Location - Defender" for some reason the life stealing still worked even though this was set to respond in a defensive manner.
This setting did affect how the actor events handled what the behavior was doing. with the "handledamage" event.
I also had to configure the host site to be "_Unit" it was blank and wouldnt attach correctly. After that I needed a host site operator to attach it where it looked best.
Thanx for the help.