I feel like I'm missing something. Google gives me no threads or tutorials or anything on that subject. Not a single thread about RefSet or Signals or any of that jazz. Should I be able to figure this stuff on my own somehow?
Heal Ray still not working :>
Could you (or anybody) take a look at the attached map?
It's just my custom heal ray which is a combination between medivac heal and medic heal.
For some reason the damn beam doesn't show up and I have no idea why not.
Such a simple thing ._.
Also, what's the difference between 'Animation Bracket Start', 'Animation Baseline Start', and 'Animation Play'?
I still don't really understand it q.q
I think I'll just start with even more basic abilities then this.
edit: Yay, I managed to get the + + + effect on medic while healing to display correctly :D
editedit:
6. I still dont get this RefSet which seems kind of important for Impact and Launch Sites.
By default it's
RefSet ::global.MedicHealImpact ::Self
Shouldn't it say something along the lines of 'Location of spell target'?
Where/How is the specific location stored?
7. Also, what is the difference between Abil.X.SourceChannelStart and Abil.X.TargetChannelStart?
8. When using a sound actor I noticed I don't actually have to add a 'play sound' into the actor but rather the actor would play the sound as long as it lives.
Is it the same for beams? Can I just create the actor and destroy it?
Why does this Event: Events + menu have to be so messed up?
It's a trigger editor within the data editor but without all the text and descriptions that make triggers understandable >.<
/rant
I'm just trying to get a heal ray to work (just like the one of the medic). It broke when I duplicated normal medic beam.
Basically there is no beam showing up and the heal effect on the target and the sound effect doen't vanish after the medic stops channeling.
This spell isn't that important but I'm trying to understand the events and actions. Searching for those specific events on google/this site/awesome tutorial by prozaic didn't yield anything. If there is a tutorial please post :<
Can somebody explain these to me?
I have the following five actors.
1. In ImpactSite:
RefSet ::global.MedicHealImpact ::Self
I understand that this entire ImpactSite actor is kind of like a variable that defines itself and is used as a 'reference' in other actors.
So RefSet is would be the equivalent of 'set variable' in the trigger editor, right?
What is that ::global though? I dont get it :>
Here I only have two Events. Way less then in LaunchSite. Should it be that way? No SourceChannelStop oO
What do those do? Should I change HealModel/HealSound to my actors [Heal Ray (model), Heal Ray (Sound)]?
Also, here Abil.HealRay.SourceChannelStop -> Destroy appears three times. Why?
3. Beam
In Host Impact and Host Launch are the only places I ever used Actor 1 and 2.
In Events I have this grey part.
Actor Creation -> AnimBracketStart BSD Birth Stand Death
ActorOrphan -> AnimBracketStop BSD
AnimBracketState.*.AfterClosing -> AnimName BSD -> Destroy
Can I just leave that part? Does that destroy the beam when it's no longer used? (Dont have any other 'Destroy' around)
Also: ActorCreation -> RefSet ::HostLaunch ????
What is that? The actor already knows the LaunchSite from another field. Why ask for it again?
4. Model
Same gray part I have in Beam.
And Signal HealModel which I mentioned earlier :> ActorOrphan -> Destroy just removes the actor/model if no other actor is using it anymore, right?
5. Sound
SupporterDestruction -> Destroy
No clue what that does.
Also ActorCreation -> Create MedicHealSoundStart
ActorDestruction -> Create MedicHealSoundStop
I guess I understand what this does but I dont get these actors. They don't appear linked to the actual ability, just to the sound.
Do I have to copy them too?
Meh, this post is way too long :7
I'd really appreciate some help. Couldn't find anything on the web q.q
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Thanks again :)
I feel like I'm missing something. Google gives me no threads or tutorials or anything on that subject. Not a single thread about RefSet or Signals or any of that jazz. Should I be able to figure this stuff on my own somehow?
Heal Ray still not working :>
Could you (or anybody) take a look at the attached map?
It's just my custom heal ray which is a combination between medivac heal and medic heal.
For some reason the damn beam doesn't show up and I have no idea why not.
Such a simple thing ._.
Also, what's the difference between 'Animation Bracket Start', 'Animation Baseline Start', and 'Animation Play'?
Thanks!
I still don't really understand it q.q
I think I'll just start with even more basic abilities then this.
edit: Yay, I managed to get the + + + effect on medic while healing to display correctly :D
editedit:
6. I still dont get this RefSet which seems kind of important for Impact and Launch Sites.
By default it's
RefSet ::global.MedicHealImpact ::Self
Shouldn't it say something along the lines of 'Location of spell target'?
Where/How is the specific location stored?
7. Also, what is the difference between Abil.X.SourceChannelStart and Abil.X.TargetChannelStart?
8. When using a sound actor I noticed I don't actually have to add a 'play sound' into the actor but rather the actor would play the sound as long as it lives.
Is it the same for beams? Can I just create the actor and destroy it?
Why does this Event: Events + menu have to be so messed up?
It's a trigger editor within the data editor but without all the text and descriptions that make triggers understandable >.<
/rant
I'm just trying to get a heal ray to work (just like the one of the medic). It broke when I duplicated normal medic beam.
Basically there is no beam showing up and the heal effect on the target and the sound effect doen't vanish after the medic stops channeling.
This spell isn't that important but I'm trying to understand the events and actions. Searching for those specific events on google/this site/awesome tutorial by prozaic didn't yield anything. If there is a tutorial please post :<
Can somebody explain these to me?
I have the following five actors.
1. In ImpactSite:
RefSet ::global.MedicHealImpact ::Self
I understand that this entire ImpactSite actor is kind of like a variable that defines itself and is used as a 'reference' in other actors.
So RefSet is would be the equivalent of 'set variable' in the trigger editor, right?
What is that ::global though? I dont get it :>
Here I only have two Events. Way less then in LaunchSite. Should it be that way? No SourceChannelStop oO
2. In LaunchSite:
Signal.*.HealModel -> RefSetFromMsg ::actor.HealModel ::Sender
Signal.*.HealSound -> RefSetFromMsg ::actor.HealSound ::Sender
What do those do? Should I change HealModel/HealSound to my actors [Heal Ray (model), Heal Ray (Sound)]?
Also, here Abil.HealRay.SourceChannelStop -> Destroy appears three times. Why?
3. Beam
In Host Impact and Host Launch are the only places I ever used Actor 1 and 2.
In Events I have this grey part.
Actor Creation -> AnimBracketStart BSD Birth Stand Death
ActorOrphan -> AnimBracketStop BSD
AnimBracketState.*.AfterClosing -> AnimName BSD -> Destroy
Can I just leave that part? Does that destroy the beam when it's no longer used? (Dont have any other 'Destroy' around)
Also:
ActorCreation -> RefSet ::HostLaunch ????
What is that? The actor already knows the LaunchSite from another field. Why ask for it again?
4. Model
Same gray part I have in Beam.
And Signal HealModel which I mentioned earlier :>
ActorOrphan -> Destroy just removes the actor/model if no other actor is using it anymore, right?
5. Sound
SupporterDestruction -> Destroy
No clue what that does.
Also
ActorCreation -> Create MedicHealSoundStart
ActorDestruction -> Create MedicHealSoundStop
I guess I understand what this does but I dont get these actors. They don't appear linked to the actual ability, just to the sound.
Do I have to copy them too?
Meh, this post is way too long :7
I'd really appreciate some help. Couldn't find anything on the web q.q