Hello everyone, I've been trying to fiddle a bit with the actors > events+, but holy cow that is one tough cookie to crack. I feel I've delayed my maps because of this itsy bitsy little thing. It's the ONLY thing I don't understand from the whole SC2 map editor. Triggers piece of cake, data editor, piece of cake, but specifically actors > events+, oh god no please. So, I was gonna ask if anybody knows a detailed/advanced/rigorous tutorial written or video tutorial it doesn't matter that can explain for example a marine's actor from scratch. You erase everything on the actor > events+ and you go one by one. Maybe I'm asking for too much, but i would love something like that. This way I could have a muchhhh better grasp of the sc2 map editor. Help me please!! I have cookies!! :P
Think of actor events like triggers. Actor Events are like Trigger Events, Actor Terms are like Trigger Conditions, and Actor Messages are like Actions. Note that Terms (like Conditions) are optional.
A breakdown of some actor events from the Marine actor:
UnitBirth.Marine--Create
When a Unit (type = marine) is birthed (created), create a marine actor.
When this actor (marine actor) is created, check if the player has the Marine Shield upgrade. If true (upgrade has not been researched by the owning player), play the Cover animation for this actor.
This may be a bad example because the Cover animation is "trick" blizz used to hide/show the marine shield (and not a real animation). If you wanted the marine to play the attack animation on birth, the actor message would be:
--AnimPlayBirthAttackNonLooping
The "Birth" part of the message is the animations name and has no effect on the actual animation (dictated by Animation Properties). You can name the animation anything you want- you can then use the name to refer to that animation in future actor events.
It's what I've read, to look at them as if they were triggers. But theres alot of them that I just don't know what they do. For example, under ActorCreation, theres a Msg Type called "AnimBracketStart BSD Attack Stand Death".
So it's like
ActorCreationAnimBracketStartBSDAttackStandDeath
I tried to look it up here on the wiki, but theres like literally 2 or 3 that are described, lol.
An animation bracket is a group of three animations. Generally of the Birth > Stand > Death (BSD) variety.
Actor events are processed from top to bottom. The first event sets the the actor's opacity to 0 over 0 seconds (immediately). The second message sets the opacity to 100% over 0.5 seconds. This causes the actor to fade in as soon as its created.
What does this one do and how does it relate to the previous one? Sorry I'm asking so much, I just don't have a guide that I can follow and explains everything detail by detail, otherwise I would read the guide or instructions or whatever.
plays the models Birth animation, followed by the Stand animation. When the stand animation ends (generally via another actor message), the Death animation is played.
That event is completely unrelated to:
ActorCreationRefSet::scope.Tentacle::Self
Refset is a more complex actor message that decides how actors can refer to each other via messages. In this case it's telling the game that the actor "Self" can be called within the Scope of "Tentacle" (or possibly the other way around, I always mix up the source and name).
So from what I understand, whenever an effect called "NeuralParasitePersistent" starts to channel it will "Create Siphon TentacleImpactHoldingSite". That part i understand, the one that follows I don't get what it means by "RefSetFromRequest TentacleAttack Siphon TentacleImpactHoldingSite".
And the
Abil.Infest.SourceChannelStopAnimBracketStopBSD
Whenever the infest ability stops channeling, what happens? What does AnimBracketStop BSD do?
This is on the same Events+ actor i was asking you about earlier.
The reference set event action alters the subject of the hosting field specified. In the case of tentacles the missile sets the scope (based on the launch missile effect used to set the casting actor) of the attachment hosting fields to self (the unit using the event action) so instead of the actor with the tentacle being the host for the attachment it is then set to be hosted on the missile.
Neural parasite is a rather fussy ability. Unless it is channelled it bugs. You cannot have a tentacle permanently attached to a unit unless it is being channelled to. I have tried and you cannot set a tentacle to attach to an arbitrary actor. If you need examples of how to use reference set actor events check my walker or turret simulation demo maps out.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
RefSetFromRequest works only with actors created by effects. It means the actor that can be referenced by it should be created with "Effect.*any*.Start". You need to create such actor within the effect's caster scope to give it recognition, but the host can be any other unit. It works well not sure what is bugged there. You can attach basicaly anything to anything with this message. In ability from this video the Laser Bot model (actor) actualy belongs to Rory Swan's actor scope all the time, but i just changing host to missile when it's flying towards destination and then on arrival i change it's host again to the dummy invisible unit which start attacking another dummy unit with strafe weapon type. Same shit happens when bots return.
It is very frustrating to learn actor system within data. I completely understood what the fu*k happens there only when i started creating actors and scopes with triggers and send messages to them manualy. Actualy you need a solid understanding of actor system to make something more than fancy color flashes with data, because you need a vision of how things will be tied up before creating any objects in data editor. So yeah if you want invest a LOT of time in learning actor system you better start experiment with stuff in trigger editor and use official tutorial as a guide: http://us.battle.net/sc2/en/game/maps-and-mods/tutorials/actor/
Hello everyone, I've been trying to fiddle a bit with the actors > events+, but holy cow that is one tough cookie to crack. I feel I've delayed my maps because of this itsy bitsy little thing. It's the ONLY thing I don't understand from the whole SC2 map editor. Triggers piece of cake, data editor, piece of cake, but specifically actors > events+, oh god no please. So, I was gonna ask if anybody knows a detailed/advanced/rigorous tutorial written or video tutorial it doesn't matter that can explain for example a marine's actor from scratch. You erase everything on the actor > events+ and you go one by one. Maybe I'm asking for too much, but i would love something like that. This way I could have a muchhhh better grasp of the sc2 map editor. Help me please!! I have cookies!! :P
Think of actor events like triggers. Actor Events are like Trigger Events, Actor Terms are like Trigger Conditions, and Actor Messages are like Actions. Note that Terms (like Conditions) are optional.
A breakdown of some actor events from the Marine actor:
When a Unit (type = marine) is birthed (created), create a marine actor.
When this actor (marine actor) is created, check if the player has the Marine Shield upgrade. If true (upgrade has not been researched by the owning player), play the Cover animation for this actor.
This may be a bad example because the Cover animation is "trick" blizz used to hide/show the marine shield (and not a real animation). If you wanted the marine to play the attack animation on birth, the actor message would be:
The "Birth" part of the message is the animations name and has no effect on the actual animation (dictated by Animation Properties). You can name the animation anything you want- you can then use the name to refer to that animation in future actor events.
@PirateArcade | I make games | Ask me things on Discord
@greythepirate: Go
It's what I've read, to look at them as if they were triggers. But theres alot of them that I just don't know what they do. For example, under ActorCreation, theres a Msg Type called "AnimBracketStart BSD Attack Stand Death".
So it's like
I tried to look it up here on the wiki, but theres like literally 2 or 3 that are described, lol.
Theres this other one
Why did they put the same thing twice? Isn't one "set opacity" enough?
@joemart06: Go
An animation bracket is a group of three animations. Generally of the Birth > Stand > Death (BSD) variety.
Actor events are processed from top to bottom. The first event sets the the actor's opacity to 0 over 0 seconds (immediately). The second message sets the opacity to 100% over 0.5 seconds. This causes the actor to fade in as soon as its created.
@PirateArcade | I make games | Ask me things on Discord
@greythepirate: Go
But what is
doing?
Maybe its related to the next one? Which is:
What does this one do and how does it relate to the previous one? Sorry I'm asking so much, I just don't have a guide that I can follow and explains everything detail by detail, otherwise I would read the guide or instructions or whatever.
@joemart06: Go
AnimBracketStart is a set of animations. So
plays the models Birth animation, followed by the Stand animation. When the stand animation ends (generally via another actor message), the Death animation is played.
That event is completely unrelated to:
Refset is a more complex actor message that decides how actors can refer to each other via messages. In this case it's telling the game that the actor "Self" can be called within the Scope of "Tentacle" (or possibly the other way around, I always mix up the source and name).
@PirateArcade | I make games | Ask me things on Discord
@greythepirate: Go
I'm gonna keep asking! I hope you don't mind haha!
What's the difference between Effect and Ability for example:
So from what I understand, whenever an effect called "NeuralParasitePersistent" starts to channel it will "Create Siphon TentacleImpactHoldingSite". That part i understand, the one that follows I don't get what it means by "RefSetFromRequest TentacleAttack Siphon TentacleImpactHoldingSite".
And the
Whenever the infest ability stops channeling, what happens? What does AnimBracketStop BSD do?
This is on the same Events+ actor i was asking you about earlier.
@greythepirate: Go
The reference set event action alters the subject of the hosting field specified. In the case of tentacles the missile sets the scope (based on the launch missile effect used to set the casting actor) of the attachment hosting fields to self (the unit using the event action) so instead of the actor with the tentacle being the host for the attachment it is then set to be hosted on the missile.
@joemart06: Go
Neural parasite is a rather fussy ability. Unless it is channelled it bugs. You cannot have a tentacle permanently attached to a unit unless it is being channelled to. I have tried and you cannot set a tentacle to attach to an arbitrary actor. If you need examples of how to use reference set actor events check my walker or turret simulation demo maps out.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
RefSetFromRequest works only with actors created by effects. It means the actor that can be referenced by it should be created with "Effect.*any*.Start". You need to create such actor within the effect's caster scope to give it recognition, but the host can be any other unit. It works well not sure what is bugged there. You can attach basicaly anything to anything with this message. In ability from this video the Laser Bot model (actor) actualy belongs to Rory Swan's actor scope all the time, but i just changing host to missile when it's flying towards destination and then on arrival i change it's host again to the dummy invisible unit which start attacking another dummy unit with strafe weapon type. Same shit happens when bots return.
It is very frustrating to learn actor system within data. I completely understood what the fu*k happens there only when i started creating actors and scopes with triggers and send messages to them manualy. Actualy you need a solid understanding of actor system to make something more than fancy color flashes with data, because you need a vision of how things will be tied up before creating any objects in data editor. So yeah if you want invest a LOT of time in learning actor system you better start experiment with stuff in trigger editor and use official tutorial as a guide: http://us.battle.net/sc2/en/game/maps-and-mods/tutorials/actor/
I <3 u all, thanks everyone for your time.