I've created a custom ability for a reaper which moves it around. Right now it works fine with just moving it around, but the model is the same as when the reaper is standing still, which looks kind of dull. So i am trying to change it so it uses the model for a moving reaper while the ability is going on, any ideas?
sure, in the actor, your going to want to make an event, the term [ you didnt give enough information so im going with your giving it a buff to do this. you can change this term to effect]. youll and under actions, make it play its walk animation. an example
The way i have done it is just to make an ability that does nothing and then have all of the things happen by triggers when the unit uses it. So I am not quite sure how to do what you described. It would be great if you could elaborate abit, i'm used to writting most of my stuff as triggers.
I've found this though in triggers:
Animation - Play Jump animation for (Actor for (Triggering unit)) as Default, using No Options options and Default Time blend time
This does exactly as i wanted, but i dont know if your solution is more effective regarding CPU use etc?
Hi.
I've created a custom ability for a reaper which moves it around. Right now it works fine with just moving it around, but the model is the same as when the reaper is standing still, which looks kind of dull. So i am trying to change it so it uses the model for a moving reaper while the ability is going on, any ideas?
sure, in the actor, your going to want to make an event, the term [ you didnt give enough information so im going with your giving it a buff to do this. you can change this term to effect]. youll and under actions, make it play its walk animation. an example
Behavior.YOURBEHAVIOUR.On
action: Play animation - walk
@Molsterr:
Hi, thanks for your help.
The way i have done it is just to make an ability that does nothing and then have all of the things happen by triggers when the unit uses it. So I am not quite sure how to do what you described. It would be great if you could elaborate abit, i'm used to writting most of my stuff as triggers.
I've found this though in triggers:
Animation - Play Jump animation for (Actor for (Triggering unit)) as Default, using No Options options and Default Time blend time
This does exactly as i wanted, but i dont know if your solution is more effective regarding CPU use etc?