You could set a timer. Or check the flag 'Play Forever' on the Animation Play.
Just so you know, AnimationStyleOneShot and AnimationStyleContinuous don't actually mean the thing can only be played once or whatnot, it's just a few default changes within the actor fields that are better suited to the style.
Like SoundOneShot actors and SoundContinuous(or whatever) have just the priority field slightly adjusted.
I've not tried creating OTHER actors from within an actor, but a good start might be...
UnitBirth.Marine
Create Actor X
I'll have to dig some more into it, but I just finished uploading a video and tweaking a map, and now I have to run some errands and whatnot. Busy busy.
There ya go. If you take a look at the WDE #14 thread, I just posted a video of the Nuke Tower. In it, I have the Spawned unit ordering it's Caster Unit to launch a nuke at the Spawned Unit anytime there's a moving enemy nearby, using the above mentioned method. Feel free to take a look at the file.
Consider my Tower Completed!! It's so awesome, LOL. I just gotta add sounds and tweak the "nuke blast" size, but I have to go to work!! Argh!! Tomorrow morning, video and map will be posted.
I'm so proud lol. Turned out exactly how I hoped, just took some headbanging.
Events + is pretty much a trigger system, you are correct.
You have your Event, you can add Terms(think of these as Conditions), and then there's the Message(this is the Action). It's basically a GUI Trigger system, for displaying visuals or sounds within the game.
Question: Will there be a limit of 1 nuke tower per player? If not, I need someone to explain markers. I can NOT for the life of me understand how they work, and I believe they will be required if there's more than 1 Nuke Tower. Ugh.
So... you want the Attacking Unit(Marine) to spawn a missile, and the missile to attack the Marine's target?
And... Actually you CAN order another unit to attack another unit's target. It's all in how you link up the effects in the Impact Location+, Location +, Impact Unit+ field. I'm sure there are a few more fields you could tie this in to.
OK so, here's the basics, I'm gonna use the example of a marine firing his regular gun(no missile, just damage), which also spawns a missile independently that then attacks the marine's target.
Effect - Issue Order Ability - Ability Attack Effect - Player + (None):Target Target - Target + Marine - Guass Rifle (Damage):Target Unit Unit - Unit + Apply Dummy Buff:Target
Setup a Dummy Buff(Apply Behavior effect) that is applied to the missile, you apply this dummy buff through the create unit effect's Effect - Effect - Spawn field.
As long as your create unit/missile effect's Effect - Effect - Spawn field is set to dummy buff your unit/missile
your damage effect's(or whatever) Target - Impact Location + is set to Target Unit or Target Unit/Point
the Unit+ field of the Issue order sends the order to the missile(the target of the dummy buff aka newly created missile)
the Target+ field makes the target of the Damage effect the target of the issue order
There are other ways to tweak this, experimenting is the key.
like if you changed Target - Target+ from Marine - Guass Rifle (Damage):Target Unit to Marine - Guass Rifle (Damage): Source Unit, the missile would then attack the SOURCE of the Damage effect, which would be the marine.
I've taken a break from my Force Effect. I got the force working, I just cannot get the collision/search working properly. Everything seems like it's setup properly, but for some reason I'm a dumbass at the moment.
also, about Advanced Tower 5(Nuke tower)... I believe, depending on the exact mechanics you are looking for, that it would be rather easy to have a chosen target location.
Does this tower shoot continuously on its own every 5 seconds, or only when there's a target nearby, or is it independently triggered by the owner for a little nuke micro?
i hate these "look into actors & events" type replies simply because you won't really find the info you are looking for without doing alot of digging. Soon I swear, the wiki will be updated.
Here's a post detailing how to get abilities to play a visual effect.
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@aczchef: Go
You could set a timer. Or check the flag 'Play Forever' on the Animation Play.
Just so you know, AnimationStyleOneShot and AnimationStyleContinuous don't actually mean the thing can only be played once or whatnot, it's just a few default changes within the actor fields that are better suited to the style.
Like SoundOneShot actors and SoundContinuous(or whatever) have just the priority field slightly adjusted.
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@thegameplayer: Go
I've not tried creating OTHER actors from within an actor, but a good start might be...
I'll have to dig some more into it, but I just finished uploading a video and tweaking a map, and now I have to run some errands and whatnot. Busy busy.
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There ya go. If you take a look at the WDE #14 thread, I just posted a video of the Nuke Tower. In it, I have the Spawned unit ordering it's Caster Unit to launch a nuke at the Spawned Unit anytime there's a moving enemy nearby, using the above mentioned method. Feel free to take a look at the file.
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There, that should be it! Weeeee.
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Consider my Tower Completed!! It's so awesome, LOL. I just gotta add sounds and tweak the "nuke blast" size, but I have to go to work!! Argh!! Tomorrow morning, video and map will be posted.
I'm so proud lol. Turned out exactly how I hoped, just took some headbanging.
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@aczchef: Go
Create Persistent effect, 8 offsets in the Cardinal directions (N, NE, E, SE, S, SW, W, NW)
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weee, I got most of it working, FINALLY. Just need to tweak a few things and I'm good to go. But it will have to wait till tomorrow at least.
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@bulletbutter: Go
Events + is pretty much a trigger system, you are correct.
You have your Event, you can add Terms(think of these as Conditions), and then there's the Message(this is the Action). It's basically a GUI Trigger system, for displaying visuals or sounds within the game.
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@nevjmac: Go
Alright then... that should be easy!
I'll try my hand at Advanced Tower 5.
Question: Will there be a limit of 1 nuke tower per player? If not, I need someone to explain markers. I can NOT for the life of me understand how they work, and I believe they will be required if there's more than 1 Nuke Tower. Ugh.
0
So... you want the Attacking Unit(Marine) to spawn a missile, and the missile to attack the Marine's target?
And... Actually you CAN order another unit to attack another unit's target. It's all in how you link up the effects in the Impact Location+, Location +, Impact Unit+ field. I'm sure there are a few more fields you could tie this in to.
OK so, here's the basics, I'm gonna use the example of a marine firing his regular gun(no missile, just damage), which also spawns a missile independently that then attacks the marine's target.
Effect - Issue Order
Ability - Ability Attack
Effect - Player + (None):Target
Target - Target + Marine - Guass Rifle (Damage):Target Unit
Unit - Unit + Apply Dummy Buff:Target
Setup a Dummy Buff(Apply Behavior effect) that is applied to the missile, you apply this dummy buff through the create unit effect's Effect - Effect - Spawn field.
There are other ways to tweak this, experimenting is the key.
like if you changed Target - Target+ from Marine - Guass Rifle (Damage):Target Unit to Marine - Guass Rifle (Damage): Source Unit, the missile would then attack the SOURCE of the Damage effect, which would be the marine.
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I've taken a break from my Force Effect. I got the force working, I just cannot get the collision/search working properly. Everything seems like it's setup properly, but for some reason I'm a dumbass at the moment.
I'll get it working eventually. :\
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@nevjmac: Go
cooldown timer on the soccer ball towers?
also, about Advanced Tower 5(Nuke tower)... I believe, depending on the exact mechanics you are looking for, that it would be rather easy to have a chosen target location.
Does this tower shoot continuously on its own every 5 seconds, or only when there's a target nearby, or is it independently triggered by the owner for a little nuke micro?
0
So i was making some buttons the other day and I saw some new stuff... so I played around with it.
Here's 1 thing you can do, I'll post more tomorrow.
... I can't post images in thread? ugh.
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i hate these "look into actors & events" type replies simply because you won't really find the info you are looking for without doing alot of digging. Soon I swear, the wiki will be updated.
Here's a post detailing how to get abilities to play a visual effect.
http://forums.sc2mapster.com/development/data/19857-actors-i-dont-get/#p1
as I said at the end of that post, feel free to message me if you need a hand with anything.
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lol that's great, hahaha. Made me laugh! If only!!