Hey guys, so ive made an ability to show a shield model around the warfield unit for a duration, and ive tried setting the events to trigger it on effect ability and behavior, and the model never shows up, any ideas of what can be going wrong?
Also, I dont know why the text is red, im doing the same things ive done for ability visuals in the past.
Just from the screenshot, it seems you missed to set any actual commands there. The creation trigger should normally have the "Start" or "Finish" keyword added (Effect.ArmorLock.Start), not sure if this works with no key assigned.
ActorCreation always defaults to "this actor", so you don't need to specify its name. Same goes for your AnimDone event, if you want to check the animation name add a condition "AnimName" under the event trigger.
And AnimPlay needs keywords to know which animation it's actually supposed to play. You only assigned the "name" used by the editor interface, which is used to reference that animation in other events. For "standard" naming conventions that line should read "AnimPlay Stand Stand", the first "Stand" is the name, the second is the keyword that's sent to the 3d model. To find out which keywords you need, open the model in the Cutscene viewer.
AnimDone is uncommon for "continuous" animations, this will trigger once the animation has run through once, the timing of that is defined by the (often arbitrary) length in the 3d model. Usually 1-5s, but the WoL Time Bomb model would persist for 20-30s...
If the host unit can be removed by non-standard means (trigger removal etc.) you might also want an event ActorOrphan->Destroy, just to be sure. I think the game does this automatically by now.
You really should look at existing setups, and copy one of those for a start. For instance they use AnimBracketStart instead of AnimPlay, which allows for easy "Intro" and "Outro" animations. Oh, and make sure you have your Hosting and SiteOps set up properly (not visible in the screenshot), or your model may appear at the bottom-left corner of the map, if at all.
I think you should just take a look at other actors that do this like tosh's shield, or the battlecruisers. They use something like behavior.armorlock.on>create.
Err, you weren't supposed to delete all the previous stuff, you do need animation triggers and a destruction event. If this is meant to be a one-shot animation copy from the original Karass ability (where the model came from), if it's meant to loop you'll have to put in a bit more work.
I suggest you read some basic tutorials on Actors, or at least the full wiki entry, and compare to existing assets to gain a better understanding of the system.
If you want to stick to the Effect trigger you'll want to add a Term to it to use the correct scope, probably Caster or Target (both work if it's self-cast). Under Hosting: Host Site Operations you'll need to define the attachment controllers, for that model SOpAttachCenter should suffice (might be named "Attach Center" or so)
Oh, and regarding your original post, the text color marks which source that data is drawn from: Green is the current map/mod, yellow is custom mods, blue is Blizzard-made mods, grey is the very basic editor presets. Red text appears in the rare cases where you can actually delete the grey presets, such as in Events+, and replaces grey for all remaining entries. The appearance of red text doesn't mean you've made an error per se, but it probably means you took the wrong source to copy from.
SiteOps, I already told you you'd need AttachCenter or something. You can view the valid attachment points in the Cutscene module (they're defined individually for each model, but all units have Origin and Center)
For the "attach" SOps to work you also need the actor you'll be attaching to, hence the "At" Term I also mentioned in my previous post. Behavior triggers automatically default to the unit that gains the behavior, but for Effects there may not be a valid unit linked to them. Best example: Psi Storm, the lightning field is always placed where the AoE cursor was, even if there's nothing in range. That's the "At Effect" scope.
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Hey guys, so ive made an ability to show a shield model around the warfield unit for a duration, and ive tried setting the events to trigger it on effect ability and behavior, and the model never shows up, any ideas of what can be going wrong? Also, I dont know why the text is red, im doing the same things ive done for ability visuals in the past.
Did you try duplicating Tosh's shield buff? That should work.
@MaskedImposter: Go
What do you mean exactly? I made a new actor, and set the model to the shield (the warm shield protoss thing whatever its called)
@Cybrok: Go
Just from the screenshot, it seems you missed to set any actual commands there. The creation trigger should normally have the "Start" or "Finish" keyword added (Effect.ArmorLock.Start), not sure if this works with no key assigned.
ActorCreation always defaults to "this actor", so you don't need to specify its name. Same goes for your AnimDone event, if you want to check the animation name add a condition "AnimName" under the event trigger.
And AnimPlay needs keywords to know which animation it's actually supposed to play. You only assigned the "name" used by the editor interface, which is used to reference that animation in other events. For "standard" naming conventions that line should read "AnimPlay Stand Stand", the first "Stand" is the name, the second is the keyword that's sent to the 3d model. To find out which keywords you need, open the model in the Cutscene viewer.
AnimDone is uncommon for "continuous" animations, this will trigger once the animation has run through once, the timing of that is defined by the (often arbitrary) length in the 3d model. Usually 1-5s, but the WoL Time Bomb model would persist for 20-30s...
If the host unit can be removed by non-standard means (trigger removal etc.) you might also want an event ActorOrphan->Destroy, just to be sure. I think the game does this automatically by now.
You really should look at existing setups, and copy one of those for a start. For instance they use AnimBracketStart instead of AnimPlay, which allows for easy "Intro" and "Outro" animations. Oh, and make sure you have your Hosting and SiteOps set up properly (not visible in the screenshot), or your model may appear at the bottom-left corner of the map, if at all.
Nothing working lol, ive attached a new image of what i have, not working
I think you should just take a look at other actors that do this like tosh's shield, or the battlecruisers. They use something like behavior.armorlock.on>create.
Err, you weren't supposed to delete all the previous stuff, you do need animation triggers and a destruction event. If this is meant to be a one-shot animation copy from the original Karass ability (where the model came from), if it's meant to loop you'll have to put in a bit more work.
I suggest you read some basic tutorials on Actors, or at least the full wiki entry, and compare to existing assets to gain a better understanding of the system.
If you want to stick to the Effect trigger you'll want to add a Term to it to use the correct scope, probably Caster or Target (both work if it's self-cast). Under Hosting: Host Site Operations you'll need to define the attachment controllers, for that model SOpAttachCenter should suffice (might be named "Attach Center" or so)
Oh, and regarding your original post, the text color marks which source that data is drawn from: Green is the current map/mod, yellow is custom mods, blue is Blizzard-made mods, grey is the very basic editor presets. Red text appears in the rare cases where you can actually delete the grey presets, such as in Events+, and replaces grey for all remaining entries. The appearance of red text doesn't mean you've made an error per se, but it probably means you took the wrong source to copy from.
Yea lol i figured it out xD last question would be how do i make the shield model that shows up stay with the unit as it moves
SiteOps, I already told you you'd need AttachCenter or something. You can view the valid attachment points in the Cutscene module (they're defined individually for each model, but all units have Origin and Center)
For the "attach" SOps to work you also need the actor you'll be attaching to, hence the "At" Term I also mentioned in my previous post. Behavior triggers automatically default to the unit that gains the behavior, but for Effects there may not be a valid unit linked to them. Best example: Psi Storm, the lightning field is always placed where the AoE cursor was, even if there's nothing in range. That's the "At Effect" scope.