Hi,
i have an aura style behavior and i am using a "continuous buff" Actor to display its effects on affected units.
The graphic effect must be persistent and never stop while the aura-affected unit is in range.
When i create a "continuous buff" actor, an anim-bracket event is automatically created and that should make the trick.
(of course the actor is created when the aura goes on).
My problem is that only few models actually work, for example if i use "active crystal" (as suggested in all the aura tutorials i have seen) everything works fine (the actor keep on playing the model animations all the time the unit is inside the aura range).
Most of the other effect models used with this actor will just play once, while others will not play at all.
Let's take for example the effect model called "ArcadeMegaBombImpact" , using this model (i believe you have to first create a Model object using this model) the Actor will just play once.
If then we try "ArcadePowerup1", this one will just not play at all, and this will happen also with most of the "impact" effects.
So i am asking how to make those effects play in my buff continuous actor.
the "continuous buff" actor pre-creates some actor events, including the played animation. Most likely on actor creation, an animation bracket is opened, which plays the stand animation (and opens with birth and closes with death).
If for some reason, a model does not have a stand animation, it will not be played. If it has a birth animation however, the birth will be played before the stand (which does not exist).
The mega bomb most likely only has a birth animation but no stand so it will show the blast and vanish. The powerup maybe only has a death animation or something.
The animations are model-specific, if you want the model to play specific animations, have a look at the present animations for the model in the previewer first.
Also, some animations are suited for continuous playing (like most stand animations), others are not and will only play once (like most birth/death animations).
So, depending on how your animation should actually look like, you have to manipulate the actor events accordingly (like re-start the desired animation when it finishes or freeze it at a certain point or whatever)
Note that I have no access to the editor, so the provided information is only memorized and maybe not 100% accurate.
Keuken is pretty much dead on. You have to manipulate the actors to show certain animations "forever" and whatnot. One way is the put a check mark at the 'Play Forever' flag of the Actor's Events + field.
Like, Behavior.X.On -> PlayAnim Stand Stand PlayForever
Also you might want to create an actor with parent type/ subtype as ModelAnimationStyleContinuous or whatnot.
You can freeze an animation aswell.
Behavior.X.On -> AnimPlay Buff Birth
AnimPlay -> AnimSetTime Buff 2.0000
AnimPlay ->AnimSetPaused Buff
In this example I am going to presume your model has no stand animation, and it's birth animation lasts 3.33 seconds long. You went in the previewer and thought it looked nice at 2 seconds into the birth animation.
First line, when the behavior is placed on the unit, it will play the Birth animation of your model
Second line, it will set the starting point of the animation at 2 seconds into the Birth animation
Third line, it will pause the Animation. You can replace "Buff" with "attach" or any other custom name you want, as long as they all match.
@Kueken531: Go
Like, Behavior.X.On -> PlayAnim Stand Stand PlayForever
I just tried this way but it still play once.
I used "ArcadeMegaBombImpact" model which has only the Birth animation, in the actor events+ i made an event to create when the behaviour goes on and another to "AnimPlay Birth Birth PlayForever", but it just play once.
I also tried to add another event Animation completed (with Birth as animName term) AnimPlay Birth Birth PlayForever. Still plays just once :( (i dont have the english version of the editor, so names might be slightly different).
This plays the birth animation on create and creates a timer duration of 1.67 seconds(the duration of the birth animation for this model). When the timer expires, it plays the animation once again and resets the timer to 1.67 seconds. When the behavior goes off, it destroys the animation and also kills the timer from triggering one last time.
Hi, i have an aura style behavior and i am using a "continuous buff" Actor to display its effects on affected units.
The graphic effect must be persistent and never stop while the aura-affected unit is in range.
When i create a "continuous buff" actor, an anim-bracket event is automatically created and that should make the trick. (of course the actor is created when the aura goes on).
My problem is that only few models actually work, for example if i use "active crystal" (as suggested in all the aura tutorials i have seen) everything works fine (the actor keep on playing the model animations all the time the unit is inside the aura range).
Most of the other effect models used with this actor will just play once, while others will not play at all.
Let's take for example the effect model called "ArcadeMegaBombImpact" , using this model (i believe you have to first create a Model object using this model) the Actor will just play once.
If then we try "ArcadePowerup1", this one will just not play at all, and this will happen also with most of the "impact" effects.
So i am asking how to make those effects play in my buff continuous actor.
I hope i explained my problem in a clear way...
Thanks,
Nite
the "continuous buff" actor pre-creates some actor events, including the played animation. Most likely on actor creation, an animation bracket is opened, which plays the stand animation (and opens with birth and closes with death).
If for some reason, a model does not have a stand animation, it will not be played. If it has a birth animation however, the birth will be played before the stand (which does not exist).
The mega bomb most likely only has a birth animation but no stand so it will show the blast and vanish. The powerup maybe only has a death animation or something.
The animations are model-specific, if you want the model to play specific animations, have a look at the present animations for the model in the previewer first.
Also, some animations are suited for continuous playing (like most stand animations), others are not and will only play once (like most birth/death animations).
So, depending on how your animation should actually look like, you have to manipulate the actor events accordingly (like re-start the desired animation when it finishes or freeze it at a certain point or whatever)
Note that I have no access to the editor, so the provided information is only memorized and maybe not 100% accurate.
@Kueken531: Go
Keuken is pretty much dead on. You have to manipulate the actors to show certain animations "forever" and whatnot. One way is the put a check mark at the 'Play Forever' flag of the Actor's Events + field.
Like, Behavior.X.On -> PlayAnim Stand Stand PlayForever
Also you might want to create an actor with parent type/ subtype as ModelAnimationStyleContinuous or whatnot.
You can freeze an animation aswell.
Behavior.X.On -> AnimPlay Buff Birth
AnimPlay -> AnimSetTime Buff 2.0000
AnimPlay ->AnimSetPaused Buff
In this example I am going to presume your model has no stand animation, and it's birth animation lasts 3.33 seconds long. You went in the previewer and thought it looked nice at 2 seconds into the birth animation.
First line, when the behavior is placed on the unit, it will play the Birth animation of your model
Second line, it will set the starting point of the animation at 2 seconds into the Birth animation
Third line, it will pause the Animation. You can replace "Buff" with "attach" or any other custom name you want, as long as they all match.
I just tried this way but it still play once.
I used "ArcadeMegaBombImpact" model which has only the Birth animation, in the actor events+ i made an event to create when the behaviour goes on and another to "AnimPlay Birth Birth PlayForever", but it just play once.
I also tried to add another event Animation completed (with Birth as animName term) AnimPlay Birth Birth PlayForever. Still plays just once :( (i dont have the english version of the editor, so names might be slightly different).
Behavior.x.On -> Create
Behavior.x.On -> AnimPlay Birth Birth
Behavior.x.On -> TimerSet Bomb 1.67
TimerExpired -> (right click, Add Term) TimerName Bomb : AnimPlay Birth Birth
TimerExpired -> TimerName Bomb : TimerSet Bomb 1.67
Behavior.X.Off -> Destroy
Behavior.X.Off -> TimerKill Bomb
This plays the birth animation on create and creates a timer duration of 1.67 seconds(the duration of the birth animation for this model). When the timer expires, it plays the animation once again and resets the timer to 1.67 seconds. When the behavior goes off, it destroys the animation and also kills the timer from triggering one last time.
@BorgDragon: Go
great it works!, thanks a lot!
you have no idea how long i tried to make this work! :D
thanks again!