You tell the actor to link to the ability, or the effect.
Most actors has an events+ field (I cant think of an actor that doesnt). This is kind of a list of small triggers containing one event, zero or more conditions, and one action. Usually, there is an event with the action Create.
Take the cursor effect "PsiStormCursorSplat (Unnamed)" for example. It has the following event
Abil.PsiStorm.Cursor
Create
This is responsible for creating the actor at the right time. You would then need to make an actor with
Abil.<Your ability>.Cursor
Create
Also, in your cursor splat actor, remember to set the model field to whatever model you want to be displayed at the cursor.
If we take the "High Templar Psi Storm Model" actor instead, it also has a create event
Effect.PsiStormPersistent.Start
Create
This event creates the actor. Then there is another event that fires when the actor is created
ActorCreation
AnimBracketStart BSD Birth Stand Death
This will make sure that the model plays the correct animations (First birth, then stand (looping), then death)
Effect.PsiStormPersistent.End
AnimBracketStop BSD
Will make the animation bracket play the death animation, and then close.
And finally,
Will destroy the actor after an animation bracket called BSD closes
So to make something similar, you need to replace PsiStormPersistent with your persistent effect (Or you can use other events to create/destroy the actor).
As for the cursor, you need an actor of type Splat -> Cursor Splat. Like the "PsiStormCursorSplat (Unnamed)" actor for Psi Storm.
Note: in your ability, you also need to set the field Cursor Effect to your search area effect, so the splat know which radius it should be at.
As for the lightning effect in Psi Storm, this is done by the actor "High Templar Psi Storm Model". I assume you can use them as a refference, and do something similar with your ability.
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You tell the actor to link to the ability, or the effect.
Most actors has an events+ field (I cant think of an actor that doesnt). This is kind of a list of small triggers containing one event, zero or more conditions, and one action. Usually, there is an event with the action Create.
Take the cursor effect "PsiStormCursorSplat (Unnamed)" for example. It has the following event
Abil.PsiStorm.Cursor
Create
This is responsible for creating the actor at the right time. You would then need to make an actor with
Abil.<Your ability>.Cursor
Create
Also, in your cursor splat actor, remember to set the model field to whatever model you want to be displayed at the cursor.
If we take the "High Templar Psi Storm Model" actor instead, it also has a create event
Effect.PsiStormPersistent.Start
Create
This event creates the actor. Then there is another event that fires when the actor is created
ActorCreation
AnimBracketStart BSD Birth Stand Death
This will make sure that the model plays the correct animations (First birth, then stand (looping), then death)
Effect.PsiStormPersistent.End
AnimBracketStop BSD
Will make the animation bracket play the death animation, and then close.
And finally,
AnimBracketState.*.AfterClosing
AnimName BSD
Destroy
Will destroy the actor after an animation bracket called BSD closes
So to make something similar, you need to replace PsiStormPersistent with your persistent effect (Or you can use other events to create/destroy the actor).
As for the cursor, you need an actor of type Splat -> Cursor Splat. Like the "PsiStormCursorSplat (Unnamed)" actor for Psi Storm.
Note: in your ability, you also need to set the field Cursor Effect to your search area effect, so the splat know which radius it should be at.
As for the lightning effect in Psi Storm, this is done by the actor "High Templar Psi Storm Model". I assume you can use them as a refference, and do something similar with your ability.