EDIT: I solved the problem. They have added a specific remove event on the cursor splat actor. So i had to just delete that.
Sorry to resurrect a dead thread. But I have this exact problem trying to implement the Cursor Effect: Mothership - Vortex Search Area. Im using the Swarm.multi dependency and have added vortex to the mothership. I have done what sgtnoobkilla suggested
•Effect: Cursor Effect+: change it to Mothership - Vortex Search Area
•Effect: Effect+: change from Vortex Kill Set to Mothership - Vortex Create Persistent Initial
•Ability: Target Filters+: Delete the target filter
Everything works but the splat cursor effect wont show.
I have tried to copy everything from vortex in the liberty.multi dependency but it still wont work. Can anyone confirm this still works?
Well i checked all the Dependencies and they all seemed to have a universal height of 0. I mean for instance, if you go to the Liberty (Mod) Dependency you will find all the core data from before the patches came out. And it has a unit height for all the units at 0 , the same as the patch does now. So it made me think that it has always been like that. Unless the ramp vision is also changed in the single player mode?
That alters a units vision per height but not their ramp vision. For instance if you change it from the default 0 to 1, units will be able to see up on the high ground when they are standing close enough to a wall. However the patch just alters a units ability to see up ramps as far. Im wondering how to alter that?
Hey guys! Just wondering could someone tell me where can I edit ramp vision in the editor. As you know the ramp vision was reduced by 1 in the latest patch. So I want to know how this can be done? Thanks
I think i know how to do it (by sending a message to an actor from a portrait). Can someone tell me how do I send a message or command like this to a portrait NOT created yet. The options always are "Last created Portrait". But i want this action to be performed before i actually send the transmission.
Ok i found out how to morph. By attaching the morph, start animations to the portrait. Does anyone know how to apply these "Morph,start" animations before the portrait shows. For instance, the viking model has one portrait, but before you click on the model the triggers have caused the "Morph,start" animations to play before, so it seems like the visor has always been up. I want the similar effect on a transmission.
Im trying to send a transmission using the viking portrait. I want him to say something first, then morph from the fighter mode to the assualt mode and then talk again. The transmission talk is fine but I don't know how to make the portrait morph and keep the visor over his face. I would really appreciate if someone had an answer.
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EDIT: I solved the problem. They have added a specific remove event on the cursor splat actor. So i had to just delete that.
Sorry to resurrect a dead thread. But I have this exact problem trying to implement the Cursor Effect: Mothership - Vortex Search Area. Im using the Swarm.multi dependency and have added vortex to the mothership. I have done what sgtnoobkilla suggested
•Effect: Cursor Effect+: change it to Mothership - Vortex Search Area •Effect: Effect+: change from Vortex Kill Set to Mothership - Vortex Create Persistent Initial •Ability: Target Filters+: Delete the target filter
Everything works but the splat cursor effect wont show.
I have tried to copy everything from vortex in the liberty.multi dependency but it still wont work. Can anyone confirm this still works?
0
Well i checked all the Dependencies and they all seemed to have a universal height of 0. I mean for instance, if you go to the Liberty (Mod) Dependency you will find all the core data from before the patches came out. And it has a unit height for all the units at 0 , the same as the patch does now. So it made me think that it has always been like that. Unless the ramp vision is also changed in the single player mode?
0
That alters a units vision per height but not their ramp vision. For instance if you change it from the default 0 to 1, units will be able to see up on the high ground when they are standing close enough to a wall. However the patch just alters a units ability to see up ramps as far. Im wondering how to alter that?
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I just need to know where to look I dont need a detailed explanation.
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Hey guys! Just wondering could someone tell me where can I edit ramp vision in the editor. As you know the ramp vision was reduced by 1 in the latest patch. So I want to know how this can be done? Thanks
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Absolute Legend! I just put Gravitic Thrusters and the scout into my map and I was using the flux vane icon. Thanks!
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Did you solve this problem. Because im trying to find the same thing. Its wrecking my head!
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Can someone help please. I've spent so many hours on this, there is bound to be some Portrait variation or seomthing.
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By any chance, did you figure this out in the end. Im trying to do the same thing with the viking.
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I think i know how to do it (by sending a message to an actor from a portrait). Can someone tell me how do I send a message or command like this to a portrait NOT created yet. The options always are "Last created Portrait". But i want this action to be performed before i actually send the transmission.
0
Ok i found out how to morph. By attaching the morph, start animations to the portrait. Does anyone know how to apply these "Morph,start" animations before the portrait shows. For instance, the viking model has one portrait, but before you click on the model the triggers have caused the "Morph,start" animations to play before, so it seems like the visor has always been up. I want the similar effect on a transmission.
0
Im trying to send a transmission using the viking portrait. I want him to say something first, then morph from the fighter mode to the assualt mode and then talk again. The transmission talk is fine but I don't know how to make the portrait morph and keep the visor over his face. I would really appreciate if someone had an answer.
Thanks