You see the title, it can be anything on the unit which changes the missile size. (like a behavior)
I was trying to figure this out since some days but terribly suck with actor events.
edit:
I have only one unit, but I want to change the missile according the unit's stat.
Then, you can:
Using validators, you can track (If possible) the amount of stat. So, you should use multiple validators, that validate your stat (e.g. 1 val for =1 stat, 2nd for =2, ...). Those validators should remove x-1 amount of behaviors (where x is amount of sizes for a missile, excluding the needed size dummy behavior). Then, in actor events, use Event Behavior.[NAME].start with action Scale. And, do that x times :D
Dunno, didn't use data editor for 6 months, but that should be possible.
Then, you can:
Using validators, you can track (If possible) the amount of stat. So, you should use multiple validators, that validate your stat (e.g. 1 val for =1 stat, 2nd for =2, ...). Those validators should remove x-1 amount of behaviors (where x is amount of sizes for a missile, excluding the needed size dummy behavior). Then, in actor events, use Event Behavior.[NAME].start with action Scale. And, do that x times :D
Dunno, didn't use data editor for 6 months, but that should be possible.
Yeah I was trying something like that, but I couldnt find a way to refer to the unit from the missile actor
You see the title, it can be anything on the unit which changes the missile size. (like a behavior) I was trying to figure this out since some days but terribly suck with actor events.
edit: I have only one unit, but I want to change the missile according the unit's stat.
Mmmmmm, just create a lot of missiles and give each unit the corresponding one?
I have only one unit, but I want to change the missile according the unit's stat.
Then, you can:
Using validators, you can track (If possible) the amount of stat. So, you should use multiple validators, that validate your stat (e.g. 1 val for =1 stat, 2nd for =2, ...). Those validators should remove x-1 amount of behaviors (where x is amount of sizes for a missile, excluding the needed size dummy behavior). Then, in actor events, use Event Behavior.[NAME].start with action Scale. And, do that x times :D
Dunno, didn't use data editor for 6 months, but that should be possible.
Yeah I was trying something like that, but I couldnt find a way to refer to the unit from the missile actor
Validators have target options, like (Caster, Origin, etc.). Changing them doesn't help? :S
Edit:
You can use validators for a unit, that enables behavior, that adds a behavior to the missile?
@o3210: Go Well I still dont manage to do it, as missile has an actor anyway which creates the missile unit.