1st problem. I'm using the marine model. I have modified some other unit abilities to work for my marine. The Impact animations look good but when they fire from the marine his body does not look like he is attacking the target. The animation just sort of comes out of the side of the gun.
2nd problem. My energy boss bar Won't display the right information. Right now it says 0/1 at all times.
3rd problem. I modified the ghost EMP ability to have 2 levels of damage. When I aquire the second level of the spell the animations/sounds work great. With the first level of the spell they do not exist.
4th *Bonus* problem. Is there any way to make the camera always follow behind the target. The game starts to look odd when I'm walking towards the camera.
I can give a megaupload of this map if needed. PLEASE HELP!
For the first problem, go to the actor's events and have it do "Animation Bracket Start Attack Attack" at the event that is triggered by the start of the ability. You'll also need an event for the end of the ability in which you'd have to have the action "Animation Bracket Stop Attack." That should fix the marine not attacking animation problem.
Edit: Oh for the second problem, you need a trigger that updates the boss bar's current value every time your energy changes. So either a 0.0 second trigger, or a trigger that has an event that runs whenever the property (energy) of your unit changes.
I don't know enough specifics to fix the third problem.
For the fourth problem, you would need a trigger running every 0.0 seconds that either changes the camera's rotation to the facing angle of the unit, or vice versa.
4. If u want it to constantly view from behind then u wud want to create triggers which make the camera follow the unit and another one which changes the YAW of the camera according to the Facing Angle of your unit (as said above)
This is my map, I've tried to fix the animations like sephiex said but I couldn't find what he was talking about. I'm really retarded and any and all help is appreciated.
hey man im gonna go to sleep soon, so ill get back to u tomorow with ur fixes (unless someone else does it for u)
And what i think u shud do to fix that animation problem is take a look at Site of operations in ur action (or maybe its the missile) actors. Compare these to some other site of operations in other actors and take a look at the properties of these SoP, i thinkt ehre shud be one which offsets the location of the missile so u can fine tune it to ur liking. Ill take a look at it tomorowz
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1st problem. I'm using the marine model. I have modified some other unit abilities to work for my marine. The Impact animations look good but when they fire from the marine his body does not look like he is attacking the target. The animation just sort of comes out of the side of the gun.
2nd problem. My energy boss bar Won't display the right information. Right now it says 0/1 at all times.
3rd problem. I modified the ghost EMP ability to have 2 levels of damage. When I aquire the second level of the spell the animations/sounds work great. With the first level of the spell they do not exist.
4th *Bonus* problem. Is there any way to make the camera always follow behind the target. The game starts to look odd when I'm walking towards the camera.
I can give a megaupload of this map if needed. PLEASE HELP!
For the first problem, go to the actor's events and have it do "Animation Bracket Start Attack Attack" at the event that is triggered by the start of the ability. You'll also need an event for the end of the ability in which you'd have to have the action "Animation Bracket Stop Attack." That should fix the marine not attacking animation problem.
Edit: Oh for the second problem, you need a trigger that updates the boss bar's current value every time your energy changes. So either a 0.0 second trigger, or a trigger that has an event that runs whenever the property (energy) of your unit changes.
I don't know enough specifics to fix the third problem.
For the fourth problem, you would need a trigger running every 0.0 seconds that either changes the camera's rotation to the facing angle of the unit, or vice versa.
@jrb7k: Go
just link the map because its much easier to do than write lol.
1. Answered
2. Boss bars are gay, ill link u to a site which details how to make ur own UI. Much more handy because u can choose where they are located etc. Plus, i know nothing about boss bars so i can help u with that. http://www.hiveworkshop.com/forums/trigger-gui-editor-tutorials-658/how-create-dialog-health-bar-166370/
3. This wud need a link to the map
4. If u want it to constantly view from behind then u wud want to create triggers which make the camera follow the unit and another one which changes the YAW of the camera according to the Facing Angle of your unit (as said above)
Load up ur map so we can fix number 3
Kthxlolbai
This is my map, I've tried to fix the animations like sephiex said but I couldn't find what he was talking about. I'm really retarded and any and all help is appreciated.
http://www.megaupload.com/?d=QR1DMY82
hey man im gonna go to sleep soon, so ill get back to u tomorow with ur fixes (unless someone else does it for u)
And what i think u shud do to fix that animation problem is take a look at Site of operations in ur action (or maybe its the missile) actors. Compare these to some other site of operations in other actors and take a look at the properties of these SoP, i thinkt ehre shud be one which offsets the location of the missile so u can fine tune it to ur liking. Ill take a look at it tomorowz