I assume you are talking about the Events fields for Actors.
Basically, the Events field works a lot like triggers, and you'll notice they even re-use some of the symbols. The data tells the actor what "messages" it should respond to. "Messages" are specific things that happen. For instance, whenever a unit is created, it sends out a "UnitBirth" message which any actor may pick up.
Within the message response, you may assign a single action for the actor to take, and any number of terms. Terms are like conditions, so you can have the actor check something about the status of the unit, etc. As an example, actors that respond to the "AbilMorph" message have a term which checks the morph ability being used (you certainly don't want the actor popping up ANY time something morphs!). Using terms allows you to be much more specific in when the actor should appear.
are the events, variables and actions defined in the actor field global - in a sense like the static class fields in OOP languages - or are they lokal ?
The defined variables (called "status" in the event editor) are local to the actor. Dont know exactly what you mean with global events/actions. They act pretty much like normal trigger events/actions. If you have an event like "Effect.MyDamageEffect.Start" with an action "Create", one Actor is created when the effect MyDamageEffect is created which could be seen as a global event/action. But if you have and event like "Actor Destruction" only the action for the actor for which this event has fired will be executed. It could be seen as local to one actor.
Could someone explain how this works? I have absolutely no idea, and apparently it's an important function.
@SystemSe7en: Go
I assume you are talking about the Events fields for Actors. Basically, the Events field works a lot like triggers, and you'll notice they even re-use some of the symbols. The data tells the actor what "messages" it should respond to. "Messages" are specific things that happen. For instance, whenever a unit is created, it sends out a "UnitBirth" message which any actor may pick up.
Within the message response, you may assign a single action for the actor to take, and any number of terms. Terms are like conditions, so you can have the actor check something about the status of the unit, etc. As an example, actors that respond to the "AbilMorph" message have a term which checks the morph ability being used (you certainly don't want the actor popping up ANY time something morphs!). Using terms allows you to be much more specific in when the actor should appear.
My dialog to edit these fields is broken... any insight?
The Term Type and Message Type labels and boxes are on top of one another. I can sorta get to them by tabbing, but not reliably. Frustrating.
@MasterDinadan: Go
are the events, variables and actions defined in the actor field global - in a sense like the static class fields in OOP languages - or are they lokal ?
@heysparky: Go
Try Right Clicking in the left part of that window. To use the events you have to create them first.
@pixartist: Go
The defined variables (called "status" in the event editor) are local to the actor. Dont know exactly what you mean with global events/actions. They act pretty much like normal trigger events/actions. If you have an event like "Effect.MyDamageEffect.Start" with an action "Create", one Actor is created when the effect MyDamageEffect is created which could be seen as a global event/action. But if you have and event like "Actor Destruction" only the action for the actor for which this event has fired will be executed. It could be seen as local to one actor.
If your talking about events in triggers. they pretty much function like the Conditions from starcraft1
example:
event:1 any Unit enters region 1
action: order all any unit in region o1 with any amount to region 2
Thanks, Slarti, I'll give that a shot.