Title explains it, I'm trying to make it so with triggers I can make it so a certain supply depot looks like supply drop just got called down and you see the whole animation bit. I've tried doing it the cheating way by giving the supply depot the ability to call down supplies and then use the issue order trigger, but it requires a target. Tried to remove the required target bit so it would just do it to it's self like stim, no luck. Any help here?
Really appreciate it.
(screwed up on title with spelling.. *How to make a supply depot look like it got supply dropped* was sort of in a rush.)
You can modify the Supply Depot Drop actor for that:
1) Open Data Editor and select the Actors tab.
2) Find the "Supply Drop Model" actor.
3) Double click the "Event - Events+" tab.
4) In the new window, rightclick somewhere on the left list and click "Add Event"
5) The editor should automatically highlight a line that says "ActionDamage". If not, search for that line and select it.
6) On the left side change "Msg Type" to "Unit Birth" and "Source Name" to "Supply Depot".
7) The line "ActionDamage" now says "UnitBirth.SupplyDepot". Select the line BELOW it which says "ActionImpact" 8) On the right side, change "Msg Type" to "Create".
9) Press OK.
From now on, every supply depot that is built or placed will have the Supply addon dropped immediately. But you will not get the supply bonus from it.
Mm.. well that's all and good, but I guess I wasn't clear.. I wanted it to be trigger activated so when a player gets let's say a point their supply depot get's a supply drop doesn't matter if it really is one or its fake and it just looks like it. But I need it activated for a trigger, I don't want ALL supply depots to have them just certain ones depends on situations.
Step by step tutorial that did him no good. You can create an effect that causes the supply drop actor to appear then apply that effect to the supply depot with a trigger.
I really have no idea how to start with that.. I guess I'll keep trying.. Thanks for the help guys. If you have any more help please post! Could use as much as possible.
Alright, then we're modulating the description a little bit.
An easy way to trigger actor events are effects.
So:
1) Go to Data Editor, Effects Tab.
2) Make a new effect. A damage effect would suit our needs. Let's call it "TriggerSupplyDrop".
Now a slightly modified version of above:
1) Open Data Editor and select the Actors tab.
2) Find the "Supply Drop Model" actor.
3) Double click the "Event - Events+" tab.
4) In the new window, rightclick somewhere on the left list and click "Add Event"
5) The editor should automatically highlight a line that says "ActionDamage". If not, search for that line and select it.
6) On the left side change "Msg Type" to "Effect" and "Source Name" to "TriggerSupplyDrop" and "SubName" to "Start".
7) The line "ActionDamage" now says "Effect.TriggerSupplyDrop.Start". Select the line BELOW it which says "ActionImpact" 8) On the right side, change "Msg Type" to "Create".
9) Rightclick on the "Effect.TriggerSupplyDrop.Start" and select "Add Term".
10) A new line should appear, saying "AnimPlaying". Select it, if it isn't already.
11) On the right side, change "Term Type" to "At".
12) Change the line below that to "Scope Target"
13) Press OK.
Now, you can this to call down a supply depot addon:
Thanks I did what you said.. but still no luck. I even set it up so that when i pressed a key it would run the trigger with ONLY that trigger to make sure, and opened the debug to make sure it was running. It is running but I don't see the effect go down.. :( Any other suggestions?
Yes my event is exactly that I went over your little tutorial over and over again and no luck.. i have no idea what I'm doing wrong!! :(
Alright.. so i decided to do this on a brand new fresh map, and what do you know it works perfectly first time i try it... I guess there is something wrong with my map I'm a little confused.. Maybe since the patch something got screwed up, I've had this map since phase 1.
This is really frustrating.. I don't want to have to redo my entire map...
It's possible you could make the changes in a new map, then export and import the data to your old map. I think you can also copy and paste between maps.
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Title explains it, I'm trying to make it so with triggers I can make it so a certain supply depot looks like supply drop just got called down and you see the whole animation bit. I've tried doing it the cheating way by giving the supply depot the ability to call down supplies and then use the issue order trigger, but it requires a target. Tried to remove the required target bit so it would just do it to it's self like stim, no luck. Any help here?
Really appreciate it.
(screwed up on title with spelling.. *How to make a supply depot look like it got supply dropped* was sort of in a rush.)
You can modify the Supply Depot Drop actor for that:
1) Open Data Editor and select the Actors tab.
2) Find the "Supply Drop Model" actor.
3) Double click the "Event - Events+" tab.
4) In the new window, rightclick somewhere on the left list and click "Add Event"
5) The editor should automatically highlight a line that says "ActionDamage". If not, search for that line and select it.
6) On the left side change "Msg Type" to "Unit Birth" and "Source Name" to "Supply Depot".
7) The line "ActionDamage" now says "UnitBirth.SupplyDepot". Select the line BELOW it which says "ActionImpact"
8) On the right side, change "Msg Type" to "Create".
9) Press OK.
From now on, every supply depot that is built or placed will have the Supply addon dropped immediately. But you will not get the supply bonus from it.
@s3rius: Go
Mm.. well that's all and good, but I guess I wasn't clear.. I wanted it to be trigger activated so when a player gets let's say a point their supply depot get's a supply drop doesn't matter if it really is one or its fake and it just looks like it. But I need it activated for a trigger, I don't want ALL supply depots to have them just certain ones depends on situations.
That's what I like to see. Step by step tutorial :D . Flawless.
Step by step tutorial that did him no good. You can create an effect that causes the supply drop actor to appear then apply that effect to the supply depot with a trigger.
@SkeletalHammer: Go
I really have no idea how to start with that.. I guess I'll keep trying.. Thanks for the help guys. If you have any more help please post! Could use as much as possible.
Alright, then we're modulating the description a little bit.
An easy way to trigger actor events are effects.
So:
1) Go to Data Editor, Effects Tab.
2) Make a new effect. A damage effect would suit our needs. Let's call it "TriggerSupplyDrop".
Now a slightly modified version of above:
1) Open Data Editor and select the Actors tab.
2) Find the "Supply Drop Model" actor.
3) Double click the "Event - Events+" tab.
4) In the new window, rightclick somewhere on the left list and click "Add Event"
5) The editor should automatically highlight a line that says "ActionDamage". If not, search for that line and select it.
6) On the left side change "Msg Type" to "Effect" and "Source Name" to "TriggerSupplyDrop" and "SubName" to "Start".
7) The line "ActionDamage" now says "Effect.TriggerSupplyDrop.Start". Select the line BELOW it which says "ActionImpact"
8) On the right side, change "Msg Type" to "Create".
9) Rightclick on the "Effect.TriggerSupplyDrop.Start" and select "Add Term".
10) A new line should appear, saying "AnimPlaying". Select it, if it isn't already.
11) On the right side, change "Term Type" to "At".
12) Change the line below that to "Scope Target"
13) Press OK.
Now, you can this to call down a supply depot addon:
Whereas "Target" is your supply depot.
I haven't tested it (but I think it should work) so if there are any problems, don't hesitate to ask.
OR you can be lazy and make an invisible unit to use the ability on your supply depot. Just sayin'.
@s3rius: Go
Thanks I did what you said.. but still no luck. I even set it up so that when i pressed a key it would run the trigger with ONLY that trigger to make sure, and opened the debug to make sure it was running. It is running but I don't see the effect go down.. :( Any other suggestions?
@Yaos01: Go
That's really sloppy...
I just tried it out and it works fine for me.
Make sure that the data in your "Events" tab looks like this:
http://img709.imageshack.us/f/unbenanntyv.png/
@s3rius: Go
Yes my event is exactly that I went over your little tutorial over and over again and no luck.. i have no idea what I'm doing wrong!! :(
Alright.. so i decided to do this on a brand new fresh map, and what do you know it works perfectly first time i try it... I guess there is something wrong with my map I'm a little confused.. Maybe since the patch something got screwed up, I've had this map since phase 1.
This is really frustrating.. I don't want to have to redo my entire map...
@SaucySC: Go
It's possible you could make the changes in a new map, then export and import the data to your old map. I think you can also copy and paste between maps.