Hey all,
How was everyone's Easter Friday?
Did you get down and have fun fun fun fun?
...Anyways, I have an ability that essentially mind controls and I got its impact effect to stay persistantly while the unit is mind controlled. I wanted this to happen.
However, when the unit dies, the animation of the mind controlled impact effect persists even after the host has long sense disappeared, leaving a rather awkward mass of tenticals floating where the dead unit used to be.
Now, I'm pretty sure I stop this in the events section of the effect, but I'm not sure how to go about doing this. Can anyone give me some hints or even show me what to put in it? Thanks.
Behavior.YourMindControlBehavior.Stop
\ AnimBracketStop BSD
Which will force the animation to finish, then automatically destroys the actor via the
AnimBracketStop
> AnimName BSD
\ Destroy
event.
Behavior.YourMindControlBehavior.Stop
\ AnimBracketStop BSD
Which will force the animation to finish, then automatically destroys the actor via the
AnimBracketStop
> AnimName BSD
\ Destroy
event.
There is no subname "stop" for the behavior event.
Is there another option? D:
you could possibly set the actor to be destroyed when it is orphaned?
It looks like thats already in there but I'll see if I can get it to run. Its greyed out by the looks of it. You can see the "ActorOrphan -> AnimBracketStopBSD" in there but.
I honestly didn't even read the thread before that point. I was just commenting on the one post about behaviors not having a Stop - they use Off to detect when they're removed.
But while I'm looking now, you might try a "Behavior.MindControl.Off -> Destroy".
I honestly didn't even read the thread before that point. I was just commenting on the one post about behaviors not having a Stop - they use Off to detect when they're removed.
But while I'm looking now, you might try a "Behavior.MindControl.Off -> Destroy".
Yeah, absolutely nothing I try is even remotely working I'm not particularly sure what to do other than just scrap yet another ability due to little things being impossible to solve. ._.
Hey all, How was everyone's Easter Friday? Did you get down and have fun fun fun fun?
...Anyways, I have an ability that essentially mind controls and I got its impact effect to stay persistantly while the unit is mind controlled. I wanted this to happen.
However, when the unit dies, the animation of the mind controlled impact effect persists even after the host has long sense disappeared, leaving a rather awkward mass of tenticals floating where the dead unit used to be.
Now, I'm pretty sure I stop this in the events section of the effect, but I'm not sure how to go about doing this. Can anyone give me some hints or even show me what to put in it? Thanks.
PS: Here is a screenie of the events tab.
Add the following event:
Behavior.YourMindControlBehavior.Stop
\ AnimBracketStop BSD
Which will force the animation to finish, then automatically destroys the actor via the
AnimBracketStop
> AnimName BSD
\ Destroy
event.
There is no subname "stop" for the behavior event. Is there another option? D:
@garrawr: Go
Behavior.YourMindControlBehavior.Off
@Telthalion: Go
you could possibly set the actor to be destroyed when it is orphaned?
Nope, thats a no go.
It looks like thats already in there but I'll see if I can get it to run. Its greyed out by the looks of it. You can see the "ActorOrphan -> AnimBracketStopBSD" in there but.
I honestly didn't even read the thread before that point. I was just commenting on the one post about behaviors not having a Stop - they use Off to detect when they're removed.
But while I'm looking now, you might try a "Behavior.MindControl.Off -> Destroy".
Didn't work either. :C
technically I think you would use the behavior.destroyed -> destroy actor
behavior is destroyed when the unit is from my understanding
Yeah, absolutely nothing I try is even remotely working I'm not particularly sure what to do other than just scrap yet another ability due to little things being impossible to solve. ._.
@garrawr: Go
You have to put in the unit death response.
Event: Unit Death Response: Destroy
Great to be back and part of the community again!