When linking the Immortals Hardened shield effect to a behavior, when the behavior is activated it does a quick flash and then doesn't come back. Is there a way to have as long as the behavior is active the hardened shield doesn't flash but just shows continuously until the behavior dissipates?
The reason the actor disappears is the actor is "visible" (created) when "damage handling" occurs and destroyed when animation ends.
You just need to create an actor with Events behavior.x.On - Create && behavior.x.Off - Destroy
Bad choice of words, since "persistent" is a term in data editor that is used frequently. Try to avoid using words like "persistent" or "periodic" when you don't mean the term in the data editor.
No, it's not possible, because the hardened shield flash is all in a single animation - there isn't a birth/stand/death cycle for it.
It's certainly possible if you use a different model though.
We have something called Animation Play with option that plays an animation forever...
There is a Term called "Animation Play" to play the animation constantly. This is how burrowed units work without having another model for them.
EDIT: My bad you have to use "Animation Bracket Start", not "Animation Play" always gets mixed up.
The reason the actor disappears is the actor is "visible" (created) when "damage handling" occurs and destroyed when animation ends.
You just need to create an actor with Events behavior.x.On - Create behavior.x.Off - Destroy
Bad choice of words, since "persistent" is a term in data editor that is used frequently. Try to avoid using words like "persistent" or "periodic" when you don't mean the term in the data editor.
I tried what you said but Riley it's all in a single animation BUT is there a way to have the hardened shield animation continually flash while the behavior is on? and stop flashing when it's off?
I tried what you said but Riley it's all in a single animation BUT is there a way to have the hardened shield animation continually flash while the behavior is on? and stop flashing when it's off?
ohhhh... then you can use a dummy persistent effect. Which is maybe what you wanted in first place. Just add periodic effect to the hardened shield behavior.
Create an actor with hardened shield model and "Event" it whenever the effect occurs. You will get a continuous flash while the behavior is on.
How do I create a persistent effect that links to trigger my behavior? I can't seem to find out where they link
Make a dummy effect (damage effect or any effect that applies to unit), change the target to "caster"
Go to behavior, periodic event field, put your effect there; in the period field put the animation duration for hardened shield
Make an actor, Event Effect.dummy effect.Start
Create
Event Effect.dummy effect.Stop
Destroy
OR
Event Animation ends (same one from shield absorb actor)
Destroy
Ok got it to work thank you so much! One more question for you is there a way to change the color of the shield model say to red so that at each interval it doesn't show a blue shield but a red one?
And zifoon I don't think you understand the problem, getting it to loop forever will simply cycle the stand animation which contains the entire flash. Making it play forever will just make it constantly flash on and off, because the animation isn't split into birth/stand/death cycles; the fade in and out is part of "stand" which means it gets looped when you play the animation forever.
And zifoon I don't think you understand the problem, getting it to loop forever will simply cycle the stand animation which contains the entire flash. Making it play forever will just make it constantly flash on and off, because the animation isn't split into birth/stand/death cycles; the fade in and out is part of "stand" which means it gets looped when you play the animation forever.
I should stop skimming through texts.
Looked at the model through previewer, I see what you mean.
However, it's very reckless to say it's impossible. I can think of a way of doing it right now.
When the behavior is created/on (event), create a timer 0.5 seconds (It's in Actor Term "Set timer")
when timer expires (Actor Event Timer Expires) Animation Paused (BSD) - Enabled
Simple. I did the impossible.
Also When the behavior is off (Event), animation paused (BSD) - Disabled
Animation Ends - destroy.
Thus creating birth stand death animation with single animation CLAP CLAP CLAP
Once again I did the impossible.
Could you, or anyone else, elaborate more on this post?
My goal is to create a shield that reduces incoming damage, which works. I use the hardened shield from the immortal as models and got everything in this post to work (period count etc) but its clunky and I would rather have it freeze the animation, but my timer doesn't seem to work.
I have these events in my plasma shield actor.
Effect.Plasmashield(dummy).start
TimerSet 0.2 Shield
TimerExpired
Animation Pause
Doesn't seem to work. Also, how would I go about cancelling it? I want the shield to be active only when a button is pushed, but my trigger to remove behavior doesn't seem to remove the buff.
When linking the Immortals Hardened shield effect to a behavior, when the behavior is activated it does a quick flash and then doesn't come back. Is there a way to have as long as the behavior is active the hardened shield doesn't flash but just shows continuously until the behavior dissipates?
The reason the actor disappears is the actor is "visible" (created) when "damage handling" occurs and destroyed when animation ends.
You just need to create an actor with Events behavior.x.On - Create && behavior.x.Off - Destroy
Bad choice of words, since "persistent" is a term in data editor that is used frequently. Try to avoid using words like "persistent" or "periodic" when you don't mean the term in the data editor.
No, it's not possible, because the hardened shield flash is all in a single animation - there isn't a birth/stand/death cycle for it.
It's certainly possible if you use a different model though.
We have something called Animation Play with option that plays an animation forever...
There is a Term called "Animation Play" to play the animation constantly. This is how burrowed units work without having another model for them.
EDIT: My bad you have to use "Animation Bracket Start", not "Animation Play" always gets mixed up.
I tried what you said but Riley it's all in a single animation BUT is there a way to have the hardened shield animation continually flash while the behavior is on? and stop flashing when it's off?
ohhhh... then you can use a dummy persistent effect. Which is maybe what you wanted in first place. Just add periodic effect to the hardened shield behavior.
Create an actor with hardened shield model and "Event" it whenever the effect occurs. You will get a continuous flash while the behavior is on.
Actually... This method is much better. =_=
@zifoon: Go
How do I create a persistent effect that links to trigger my behavior? I can't seem to find out where they link
Make a dummy effect (damage effect or any effect that applies to unit), change the target to "caster"
Go to behavior, periodic event field, put your effect there; in the period field put the animation duration for hardened shield
Make an actor, Event Effect.dummy effect.Start
Create
Event Effect.dummy effect.Stop
Destroy
OR
Event Animation ends (same one from shield absorb actor)
Destroy
Whatever works better.
@zifoon: Go
Ok got it to work thank you so much! One more question for you is there a way to change the color of the shield model say to red so that at each interval it doesn't show a blue shield but a red one?
@Etravex: Go
ActorCreation
SetTintColor 255,0,0 0.00
And zifoon I don't think you understand the problem, getting it to loop forever will simply cycle the stand animation which contains the entire flash. Making it play forever will just make it constantly flash on and off, because the animation isn't split into birth/stand/death cycles; the fade in and out is part of "stand" which means it gets looped when you play the animation forever.
I should stop skimming through texts.
Looked at the model through previewer, I see what you mean.
However, it's very reckless to say it's impossible. I can think of a way of doing it right now.
When the behavior is created/on (event), create a timer 0.5 seconds (It's in Actor Term "Set timer")
when timer expires (Actor Event Timer Expires) Animation Paused (BSD) - Enabled
Simple. I did the impossible.
Also When the behavior is off (Event), animation paused (BSD) - Disabled
Animation Ends - destroy.
Thus creating birth stand death animation with single animation CLAP CLAP CLAP
Once again I did the impossible.
@zifoon: Go
Could you, or anyone else, elaborate more on this post?
My goal is to create a shield that reduces incoming damage, which works. I use the hardened shield from the immortal as models and got everything in this post to work (period count etc) but its clunky and I would rather have it freeze the animation, but my timer doesn't seem to work.
I have these events in my plasma shield actor.
Effect.Plasmashield(dummy).start
TimerSet 0.2 Shield
TimerExpired
Animation Pause
Doesn't seem to work. Also, how would I go about cancelling it? I want the shield to be active only when a button is pushed, but my trigger to remove behavior doesn't seem to remove the buff.
Thanks!
@ZiplockSC2: Go
Okay, I figured it out using your example in your map link/
Thanks a bunch, very well done !