I'm trying to create an animation for an effect (or behavior) that's applied to a target. My main confusion is I'm not sure which Actor's Events to modify. Here's some info about the effect/behavior:
-Applied by an ability with type "Effect - Target"
-Effect is of type "Apply Behavior"
Well, its hard to know exactly what you are trying to do without being a little more specific. I assume you want to give a behavior a constant visual effect, sort of like defensive matrix. The proper way to do this in the actor events is
Sorry if I was too vague in my initial explanation :S
To elaborate, I have Unit #1 with a "Stun" ability. When Unit #1 uses the ability on Unit #2, I want Unit #2 to display an animation to simulate that it's stunned.
Ok, well then you would make a new actor of type "Model", I don't think the subtype is all that important, I've gotten the same results using "model addition" or "model animation style one shot"
then go into its events and add those two events I described previously, as well as this:
Actor Creation
Anim Play
Name: Whatever you feel like putting
Animation Properties: This is where you look at the model your actor is using in the previewer, to see what animation names is has. For example, most of the actors I use for behaviors in my map use "Stand (3)".
Leave flags, blend in and blend out at their default values.
Hmm, I'm not sure if my setup is correct, but it doesn't seem to be working:
Actor -> Type: Model -> Based On: ModelAnimationStyleOneShot (also tried ModelAdditon)
Actor Creation
- AnimPlay
- - Name: Stun
- - Animation Properties: Stand (do I have to add a number after the "Stand" dropbox?
- - Flags: <Default>
- - Blend In: <Default>
- - Blend Out: <Default>
- - Time Variant: 1
- - Time Type: Duation
In there I have a mellee bash ability that when it procs and stuns a unit .. It shows a whirling animation above the stunned units head for the duration of the stun.
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- - Animation Properties: Stand (do I have to add a number after the "Stand" dropbox?
If thats what the animation says in the previewer, yes. So if the previewers shows "Stand (3)" Then in the first drop box you select "stand," and then in the one that pops up under it, "03"
That one number can and does make the difference between the model showing or not showing.
I'm trying to create an animation for an effect (or behavior) that's applied to a target. My main confusion is I'm not sure which Actor's Events to modify. Here's some info about the effect/behavior:
-Applied by an ability with type "Effect - Target"
-Effect is of type "Apply Behavior"
@Zurom: Go
Well, its hard to know exactly what you are trying to do without being a little more specific. I assume you want to give a behavior a constant visual effect, sort of like defensive matrix. The proper way to do this in the actor events is
Behavior.YourBehavior.On
Create
Behavior.YourBehavior.Off
Destroy
Sorry if I was too vague in my initial explanation :S
To elaborate, I have Unit #1 with a "Stun" ability. When Unit #1 uses the ability on Unit #2, I want Unit #2 to display an animation to simulate that it's stunned.
I hope that helps :)
@Zurom: Go
You want it to play an animation like its stunned? No unit has a stunned animation. Do you mean to create a little stun icon above the target's head?
@Zurom: Go
Ok, well then you would make a new actor of type "Model", I don't think the subtype is all that important, I've gotten the same results using "model addition" or "model animation style one shot"
then go into its events and add those two events I described previously, as well as this:
Actor Creation
Anim Play
Name: Whatever you feel like putting
Animation Properties: This is where you look at the model your actor is using in the previewer, to see what animation names is has. For example, most of the actors I use for behaviors in my map use "Stand (3)".
Leave flags, blend in and blend out at their default values.
Time Variant: 1
Time Type: Duration
Hmm, I'm not sure if my setup is correct, but it doesn't seem to be working:
Actor -> Type: Model -> Based On: ModelAnimationStyleOneShot (also tried ModelAdditon)
Actor Creation
- AnimPlay
- - Name: Stun
- - Animation Properties: Stand (do I have to add a number after the "Stand" dropbox?
- - Flags: <Default>
- - Blend In: <Default>
- - Blend Out: <Default>
- - Time Variant: 1
- - Time Type: Duation
@Zurom: Go
If you PM me i can help you to get this working I actually have an open map that you can look and see how this works.
http://www.stardepot.org/uploads/soulcarver/SouLCarveRsAOSStuff.SC2Map
In there I have a mellee bash ability that when it procs and stuns a unit .. It shows a whirling animation above the stunned units head for the duration of the stun.
If thats what the animation says in the previewer, yes. So if the previewers shows "Stand (3)" Then in the first drop box you select "stand," and then in the one that pops up under it, "03"
That one number can and does make the difference between the model showing or not showing.
@SouLCarveRR: Go
Thanks man, that did the trick! :)
Also thanks a bunch for your input on the matter Nahotnoj :)