I'm wondering if this is how I'm supposed to handle this?
I have a unit with the Hercules model attached to it's actor, I'm trying to make it play it's landing animation and reduce it's flying height when it issue's an order to build a building.
Now I managed to get the animation to go off for landing, but the flying height isn't changing, so it appears like it's landing in mid air.
Am I supposed to put in a particular actor event to make it reduce it's flying height? Or am I forgetting to do something else?
Ok this one is really getting me stuck, I can't figure out what any unit's use to trigger this particular action. I've been searching the Colonist ship, the Command center and just about everything that involves changing height, but I can't seem to figure out how to get the Hercules Actor to make the unit change it's flying height.
The units you mentioned use a morph. Basically make a duplicate unit with a height of 0 and make 2 morph abilities - 1 to morph to height 0 and 1 to morph back.
The units you mentioned use a morph. Basically make a duplicate unit with a height of 0 and make 2 morph abilities - 1 to morph to height 0 and 1 to morph back.
I have noticed this, though the unit I have in question has no reason to need to morph into a ground based unit, I was hoping I could just skip giving it a morphed unit.
You could also use a buff to change the units height. It's under "Behaviour - Modification +", "Unit".
I had thought of this, but I could not find a quick way to make the behavior apply for when I use it, see I'm having the animation play when the "Colony Ship" builds a "City" to make it seem like the colony ship is landing in order to construct a new city, so as of now I have the event playing when the build ability is doing it's .workerstart.
So I guess I could try to slip in a behavior that adjusts the flying height during the build animation, but I was really hoping there was an actor event that could just change it's flying height >.< it's all I needed, it's all for cosmetics.
I had thought of this, but I could not find a quick way to make the behavior apply for when I use it, see I'm having the animation play when the "Colony Ship" builds a "City" to make it seem like the colony ship is landing in order to construct a new city, so as of now I have the event playing when the build ability is doing it's .workerstart.
You could make an apply behaviour effect which is run in a set together with the 'build a city' effect, giving it a duration equal to the build time.
But build abilities don't need effects, they run directly off the ability itself. And there is no branch to add an effect or behavior during the ability.
Ugh, I want to try and avoid any unnecessary trigger's as much as possible, I intend to have my map capable of transfering between map designs, having to transfer a large book of unit specific triggers is not a pleasant sight.
It's alright anyway, if there's no way to instruct the actor to just change it's height, I already went ahead and used a unit morph to handle the landing and lift off.
It involves the player to land the colony ship first before beginning construction, but I'll just balance it off of that, after all I was having issue's telling it to revert the landing animation anyway, so I just went with what the Colonist Ship actor had by default.
Thanks for the help anyway, if anyone finds a way to change a units flying height specifically with an actor just let me know in this thread, it would be an extreme amount of help. Though given the lack of a reference in the data editor and the height adjusters being either morphs (terran building) or behaviors (phoenix gravity), I might be sh out of luck on that one.
There's an actor message called "Set Height" found in the actor's Events + field. To associate it with some outside behavior or effect add an event with Msg Type "Behavior" or "Effect" (as necessary).
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I'm wondering if this is how I'm supposed to handle this?
I have a unit with the Hercules model attached to it's actor, I'm trying to make it play it's landing animation and reduce it's flying height when it issue's an order to build a building.
Now I managed to get the animation to go off for landing, but the flying height isn't changing, so it appears like it's landing in mid air.
Am I supposed to put in a particular actor event to make it reduce it's flying height? Or am I forgetting to do something else?
Ok this one is really getting me stuck, I can't figure out what any unit's use to trigger this particular action. I've been searching the Colonist ship, the Command center and just about everything that involves changing height, but I can't seem to figure out how to get the Hercules Actor to make the unit change it's flying height.
Has anyone figured this out?
@Zackreaver: Go
The units you mentioned use a morph. Basically make a duplicate unit with a height of 0 and make 2 morph abilities - 1 to morph to height 0 and 1 to morph back.
@Zackreaver: Go
You could also use a buff to change the units height. It's under "Behaviour - Modification +", "Unit".
I have noticed this, though the unit I have in question has no reason to need to morph into a ground based unit, I was hoping I could just skip giving it a morphed unit.
I had thought of this, but I could not find a quick way to make the behavior apply for when I use it, see I'm having the animation play when the "Colony Ship" builds a "City" to make it seem like the colony ship is landing in order to construct a new city, so as of now I have the event playing when the build ability is doing it's .workerstart.
So I guess I could try to slip in a behavior that adjusts the flying height during the build animation, but I was really hoping there was an actor event that could just change it's flying height >.< it's all I needed, it's all for cosmetics.
You could make an apply behaviour effect which is run in a set together with the 'build a city' effect, giving it a duration equal to the build time.
@Demolion: Go
But build abilities don't need effects, they run directly off the ability itself. And there is no branch to add an effect or behavior during the ability.
@Zackreaver: Go
What about
@Demolion: Go
Ugh, I want to try and avoid any unnecessary trigger's as much as possible, I intend to have my map capable of transfering between map designs, having to transfer a large book of unit specific triggers is not a pleasant sight.
It's alright anyway, if there's no way to instruct the actor to just change it's height, I already went ahead and used a unit morph to handle the landing and lift off.
It involves the player to land the colony ship first before beginning construction, but I'll just balance it off of that, after all I was having issue's telling it to revert the landing animation anyway, so I just went with what the Colonist Ship actor had by default.
Thanks for the help anyway, if anyone finds a way to change a units flying height specifically with an actor just let me know in this thread, it would be an extreme amount of help. Though given the lack of a reference in the data editor and the height adjusters being either morphs (terran building) or behaviors (phoenix gravity), I might be sh out of luck on that one.
@Zackreaver: Go
There's an actor message called "Set Height" found in the actor's Events + field. To associate it with some outside behavior or effect add an event with Msg Type "Behavior" or "Effect" (as necessary).