I'm looking around the editor because I've been unable to completely the old Purify ability from the Mothership Core.
I'm exactly looking for this:
I'm 99% sure that the ability is the same that the Mothership Core casts now on Nexus, but as an Effect-instant instead of an Effect Target over a Nexus. It seems to use the same Actors and Effects too (Beam, particles, the spinning light thing).
However, the animation is slightly different. The early beta Mothership Core had a slight transformation when casted Purify on itself, retracting its top "shell" to open some space in the middle of the core armor.
The actual animation for casting Photon Overcharge on a Nexus does the same animation steps but the Mothership Core just returns to it's normal look inmediately.
How could I recreate the early Beta Purify animation? Form what I've seen, It must be written in the animation steps of casting Purify, either the Ability (Abil.) or Behavior (Behavior.) However I'm unfamiliar with the animation steps of the editor (different phases, start, work end, abilgroup, etc.) I've messed around with it without success.
Possibly someone familiar with that event actions could tell me the right fields to click and modify. I'm almost sure that is related with the Behavior animation and the Work/Stand fields.
Behavior.On/Effect.Persistent.Start->AnimBracketStart "Name" Intro Main(looped) Outro
Behavior.Off/Effect.Persistent.Stop->AnimBracketStop Name
Where "Intro" is the first animation key on the AnimBracket and plays once when the event fires, "Main" is the second key and is looped as long as the bracket runs (i.e. not "stopped" or overwritten by new animation events) and "Outro" is played once when an AnimBracketStop event fires (but not when the animation is overwritten)
You can look up the correct animation keys in the Curscene module, I would guess it's Stand-Work(-Start/End).
Some continuous visuals instead use the AnimGroupApply event, which appends the given keys to the baseline animations, which still has OnApply/OnRemove for Intro/Outro respectively.
I just found that old Purify ability was written into the data of the game.
Photon Overcharge and old Purify ability share almost all effects and share names. However, if you look close, you can see that one of the Behaviors was renamed to Photon Overcharge but is indeed Purify, enabling the Mothership Core to use the Photon weapon.
The animation happens automatically, but it gets bugged by movement. Probably because there are some settings set up wrong on the animation and the Purify actor and behavior, since the ability should initially be an effect instant now but the animation is linked to the target ability.
Probably the way the animation is played by the actor. How exactly does the animation bug out? I assume the MsCore resets to "normal" when ordered to move, but does it "snap back" once it's stationary again?
Probably the way the animation is played by the actor. How exactly does the animation bug out? I assume the MsCore resets to "normal" when ordered to move, but does it "snap back" once it's stationary again?
It bugs out in two ways.
First, when casting the ability, it bugs since it transforms, then becomes normal again for half second, then enters in "Purify" mode (open shell). I'm almost sure that this is related with the ability being an Effect - Target ability and the unit's actor and animation steps.
It also bugs out if the MSCore moves just after casting the ability. It seems that the animation steps just bug and interrupt the "transformation" until the MSCore stops. If the mothership stops for a second or is untouched until the transformation sets up correctly, it is able to move when transformed, just like in the video.
Are you reusing existing abilities? "MothershipCorePurifyNexus" has both a cast animation and the buff-based AnimGroup set, I doubt that will work properly.
Once you've ensured only one animation controller is executing you can start working on the animation itself. If AnimGroupApply doesn't work you can try AnimBracketStart or AnimPlay, but those will probably get cancelled if the unit casts other spells in the meantime.
Are you reusing existing abilities? "MothershipCorePurifyNexus" has both a cast animation and the buff-based AnimGroup set, I doubt that will work properly.
Once you've ensured only one animation controller is executing you can start working on the animation itself. If AnimGroupApply doesn't work you can try AnimBracketStart or AnimPlay, but those will probably get cancelled if the unit casts other spells in the meantime.
Yes, I'm reusing the ability.
Old purify assets exist, as they are reused by "Purify Nexus". The only unused thing is the old Behavior of Purify (self cast). I think that animation should work exactly as intended by default if the Ability is redone with an Effect-instant and Apply Behavior.
Looking at the actor, if we ignore the Targeting - Cast animation, the old Behavior is still present, so it should work correctly if I can remove the targeting animation actor.
Look at the Events+ field on the Mothership Core unit actor. There are several animation triggers linked to the existing Purify abilities, in particular one ability has 2 different animations assigned.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hi guys!
I'm looking around the editor because I've been unable to completely the old Purify ability from the Mothership Core. I'm exactly looking for this:
I'm 99% sure that the ability is the same that the Mothership Core casts now on Nexus, but as an Effect-instant instead of an Effect Target over a Nexus. It seems to use the same Actors and Effects too (Beam, particles, the spinning light thing).
However, the animation is slightly different. The early beta Mothership Core had a slight transformation when casted Purify on itself, retracting its top "shell" to open some space in the middle of the core armor. The actual animation for casting Photon Overcharge on a Nexus does the same animation steps but the Mothership Core just returns to it's normal look inmediately.
How could I recreate the early Beta Purify animation? Form what I've seen, It must be written in the animation steps of casting Purify, either the Ability (Abil.) or Behavior (Behavior.) However I'm unfamiliar with the animation steps of the editor (different phases, start, work end, abilgroup, etc.) I've messed around with it without success.
Possibly someone familiar with that event actions could tell me the right fields to click and modify. I'm almost sure that is related with the Behavior animation and the Work/Stand fields.
Could someone with knowledge on actors help me?
For continuous effects the standard syntax is
Where "Intro" is the first animation key on the AnimBracket and plays once when the event fires, "Main" is the second key and is looped as long as the bracket runs (i.e. not "stopped" or overwritten by new animation events) and "Outro" is played once when an AnimBracketStop event fires (but not when the animation is overwritten)
You can look up the correct animation keys in the Curscene module, I would guess it's Stand-Work(-Start/End).
Some continuous visuals instead use the AnimGroupApply event, which appends the given keys to the baseline animations, which still has OnApply/OnRemove for Intro/Outro respectively.
Thanks for your help!
I just found that old Purify ability was written into the data of the game.
Photon Overcharge and old Purify ability share almost all effects and share names. However, if you look close, you can see that one of the Behaviors was renamed to Photon Overcharge but is indeed Purify, enabling the Mothership Core to use the Photon weapon.
The animation happens automatically, but it gets bugged by movement. Probably because there are some settings set up wrong on the animation and the Purify actor and behavior, since the ability should initially be an effect instant now but the animation is linked to the target ability.
But I don't know well about that.
Probably the way the animation is played by the actor. How exactly does the animation bug out? I assume the MsCore resets to "normal" when ordered to move, but does it "snap back" once it's stationary again?
It bugs out in two ways.
First, when casting the ability, it bugs since it transforms, then becomes normal again for half second, then enters in "Purify" mode (open shell). I'm almost sure that this is related with the ability being an Effect - Target ability and the unit's actor and animation steps.
It also bugs out if the MSCore moves just after casting the ability. It seems that the animation steps just bug and interrupt the "transformation" until the MSCore stops. If the mothership stops for a second or is untouched until the transformation sets up correctly, it is able to move when transformed, just like in the video.
Are you reusing existing abilities? "MothershipCorePurifyNexus" has both a cast animation and the buff-based AnimGroup set, I doubt that will work properly.
Once you've ensured only one animation controller is executing you can start working on the animation itself. If AnimGroupApply doesn't work you can try AnimBracketStart or AnimPlay, but those will probably get cancelled if the unit casts other spells in the meantime.
Yes, I'm reusing the ability. Old purify assets exist, as they are reused by "Purify Nexus". The only unused thing is the old Behavior of Purify (self cast). I think that animation should work exactly as intended by default if the Ability is redone with an Effect-instant and Apply Behavior. Looking at the actor, if we ignore the Targeting - Cast animation, the old Behavior is still present, so it should work correctly if I can remove the targeting animation actor.
Look at the Events+ field on the Mothership Core unit actor. There are several animation triggers linked to the existing Purify abilities, in particular one ability has 2 different animations assigned.