So I have 3 events which are used 3 different timers to repeat animation every 5 secs. I have 3 behaviours on which events are fires and timers are starts. Animation of all events is same. Problem is how to do animation play with same pause when any of these behaviours are on,even when 2 or more at the same time. I tryed set same timer for all actors and it's not helps. Now I set different timers for each behaviour, it's ok but not what I want exactly, as animation playing is stacks when 2 or more behaviours on. Any ideas?
Ah, well I wasn`t able find it cuz I tryed find it in msg type "Behaviour", my ability applyes buff to target. When I change this to Apply effect I find this, thanks!
P.S. Why I need change this from 2D to 3D, its already work. And how do it?)
I have ability with range 500. When I cast it on units standing far from caster sound not playing, but only when caster near target point. I want change executing sound from playing near caster to playing near target point(its buff and its applyed when targets over 0). Someone knows?
Yes I had fun set enemy AI cast debuffs only on targets which not have it. AI used Blind debuff which set unit vision to 0 such effective so I removed it xD
Try use Set. First part is Search Area as Evil said, missile on impact apply dummy behaviour with duration 10secs. Second effect in Set of Caster apply behaviour on Caster with duration of few seconds(5-6 I guess) and release missiles with every period to targets with dummy behaviour validator.
Effect also can be with validator to prevent dummy cast.
This is how I would try if will be on your place.
I want use stimpack Impact actor attached overhead unit with custom behaviour. Problem with actor, it disappear after animation finished for one cycle.
I tryed use defensive matrix actor and it applying on it all time behaviour is ON. But this one strucks me.
This one update current state for player 1 of team 1 with delay 1 sec. I stalemated with this when copy trigger for team 2:
Labels for player 1 of second team created in same coordinates as for player 1 of team 1. This is pretty unfortunately for me. Of couse I set another Y coordinates for offset
More mystic moment next: I did 2 separate dialogs with offset:
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try look in unit properties flag "Ignore placement requirments". At terrain layer.
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So I have 3 events which are used 3 different timers to repeat animation every 5 secs. I have 3 behaviours on which events are fires and timers are starts. Animation of all events is same. Problem is how to do animation play with same pause when any of these behaviours are on,even when 2 or more at the same time. I tryed set same timer for all actors and it's not helps. Now I set different timers for each behaviour, it's ok but not what I want exactly, as animation playing is stacks when 2 or more behaviours on. Any ideas?
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Ah, well I wasn`t able find it cuz I tryed find it in msg type "Behaviour", my ability applyes buff to target. When I change this to Apply effect I find this, thanks!
P.S. Why I need change this from 2D to 3D, its already work. And how do it?)
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At target term is which message type?
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I have ability with range 500. When I cast it on units standing far from caster sound not playing, but only when caster near target point. I want change executing sound from playing near caster to playing near target point(its buff and its applyed when targets over 0). Someone knows?
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Ok, I find solution. Using this did it through timer, of couse I set my own duration of timer(for stimpack its >1sec):
as someone describe there http://www.sc2mapster.com/forums/development/data/16368-sfx-with-buff-continuous-actors-model-problems/
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Can write exactly what I must do, I pretty poor in Actors, and wiki info on events also not much more...
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Button - Tooltip flags?
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Yes I had fun set enemy AI cast debuffs only on targets which not have it. AI used Blind debuff which set unit vision to 0 such effective so I removed it xD
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Try use Set. First part is Search Area as Evil said, missile on impact apply dummy behaviour with duration 10secs. Second effect in Set of Caster apply behaviour on Caster with duration of few seconds(5-6 I guess) and release missiles with every period to targets with dummy behaviour validator.
Effect also can be with validator to prevent dummy cast. This is how I would try if will be on your place.
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I tryed this...
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Tryed already, or I something missed but its not work
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I want use stimpack Impact actor attached overhead unit with custom behaviour. Problem with actor, it disappear after animation finished for one cycle. I tryed use defensive matrix actor and it applying on it all time behaviour is ON. But this one strucks me.
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hm. Thank you alot^^
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I making Leadearboard based on dialog labels. I did it before separately for each player for FFA mode in another map and it work perfect.
At first I done:
Then another trigger:
This one update current state for player 1 of team 1 with delay 1 sec. I stalemated with this when copy trigger for team 2:
Labels for player 1 of second team created in same coordinates as for player 1 of team 1. This is pretty unfortunately for me. Of couse I set another Y coordinates for offset
More mystic moment next: I did 2 separate dialogs with offset:
Trying make label for player 1 of team 2 at dialog 2 - no effect. Labels for player 5 created at place of player 1(i.e. on dialog 1). Anyone can help?