I'm making a persistent effect that is supposed to create an AoE smoke screen, the problem is when I use models "smokemedium" or any "cloud" models, they won't appear. I tested the effect with other models such as "zergling small unit death" and "terran large explosion" and it works fine so I know the persistent effect works correctly, just not the desired model.
I tried copying the irradiate host properties but that doesn't work. I'm almost positive it has to do with the host supporter and host properties but I can't figure out which ones. Worked on it for literally hours but can't figure it out.
Well, I tried the irradiate effect with duplicating the actors and it doesn't look good. The effect just doesn't look convincing as smoke or a cloud. I'm actually not trying to make a smoke screen (as I indicated above) but instead a cloudy/dispersed liquid effect. I think an altered disease cloud or cloud model would work best. Making from scratch is still a little out of my expertise so haven't tried it, not entirely sure what to do. Knowing which actors to use and especially events is still a WIP.
Was hoping to reveal the whole thing when the final product was ready but I need a lot of help at this point :)
I'm trying to do this:
First phase is a missile coming down (for now, later I'm making this a bombing run) and the first effect is the missile exploding and releasing the fuel-air cloud effect; this cloud would be persistent until the second phase happens. Second phase of effect is the ignition of the cloud, which I've done with multiple terran large explosion models in different x,y,z coordinates. The explosion looks pretty cool so far.
I know animationplay is necessary and for it to initiate when the persistent effect is used, but putting it all together is the problem.
That's it. Thanks for your continued help drsuperevil :D
nice, I see what you did here. This helps a lot! Although I still think using an effect-target would be best for this ability rather than movers. This gives me an idea for something else :D:D:D
You said you were going to have a missile (bomb) that near the impact site creates one effect before the actual impact effect. If your effect tree includes a Launch Missile effect then movers is the simplest option for range detection. That is unless you want to play with the new actor that came with the patch designed for beam/missile impacts (forget the name).
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Good point. It doesn't use a "launch missile" effect yet as right now I'm using the NukeFalling model (which is an animation in itself) but I should change it now and go the launch missile route.
I'm making a persistent effect that is supposed to create an AoE smoke screen, the problem is when I use models "smokemedium" or any "cloud" models, they won't appear. I tested the effect with other models such as "zergling small unit death" and "terran large explosion" and it works fine so I know the persistent effect works correctly, just not the desired model.
I tried copying the irradiate host properties but that doesn't work. I'm almost positive it has to do with the host supporter and host properties but I can't figure out which ones. Worked on it for literally hours but can't figure it out.
Any thoughts? Thanks!
Might have to do with graphics setings.
Also use the creep cloud and retexture
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Graphics should be high enough. I just tried irradiate and it somewhat works. Thanks for the input, drsuperevi!
You duping the actors or making from scratch?
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Well, I tried the irradiate effect with duplicating the actors and it doesn't look good. The effect just doesn't look convincing as smoke or a cloud. I'm actually not trying to make a smoke screen (as I indicated above) but instead a cloudy/dispersed liquid effect. I think an altered disease cloud or cloud model would work best. Making from scratch is still a little out of my expertise so haven't tried it, not entirely sure what to do. Knowing which actors to use and especially events is still a WIP.
Model type actor and some details of how your effect works would be useful for telling you what events you need.
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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
Was hoping to reveal the whole thing when the final product was ready but I need a lot of help at this point :)
I'm trying to do this:
First phase is a missile coming down (for now, later I'm making this a bombing run) and the first effect is the missile exploding and releasing the fuel-air cloud effect; this cloud would be persistent until the second phase happens. Second phase of effect is the ignition of the cloud, which I've done with multiple terran large explosion models in different x,y,z coordinates. The explosion looks pretty cool so far.
I know animationplay is necessary and for it to initiate when the persistent effect is used, but putting it all together is the problem.
That's it. Thanks for your continued help drsuperevil :D
So initial smoke puff + flares followed by siege breaker like boom.
I would just use a mover with multiple phases and on motion phase change you create your first actor on the missile itself.
For second part it is just like siege breaker attack impact model.
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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
Tried that but I don't know movers well and that seems even harder than what I'm trying to do now. Just a ton of trial and error at this point.
Never finished this and gave up on it but should help a little.
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Thanks! Downloaded and will try it out tonight :D
Like I said not finished and probably never will be but it uses motion phases to trigger stuff.
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nice, I see what you did here. This helps a lot! Although I still think using an effect-target would be best for this ability rather than movers. This gives me an idea for something else :D :D :D
You said you were going to have a missile (bomb) that near the impact site creates one effect before the actual impact effect. If your effect tree includes a Launch Missile effect then movers is the simplest option for range detection. That is unless you want to play with the new actor that came with the patch designed for beam/missile impacts (forget the name).
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
Good point. It doesn't use a "launch missile" effect yet as right now I'm using the NukeFalling model (which is an animation in itself) but I should change it now and go the launch missile route.
There is a missile model which is identical to the nuke but has a different texture. Just texture swap it via the events for a nuke.
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