This worked, but for some reason, it created two SFXs. One of them is correctly attached to my units weapon, but the second SFX is created at the location of his weapon and then just floats there, even after I walk away. What could cause that?
I made a unit that always has a Behavior and I would like to have a SFX attached to the weapon of my unit as a result of having the behavior.
I tried making a Actor model and using the event "Behavior-X->On -> Create. I also tried Behavior-X-Any -> Create. Neither worked, which sort of make sense considering the behavior is always passive. And besides, even if that did work, I don't know how to attach the model to my units weapon.
I made an ability that runs a Search effect around a targetted point. Once it has the units in the Search area, it runs a damage effect, damaging each unit individually. The ability runs fine, but I need to spice it up a bit.
There may not always be targets in the Search area, but when there are, I would like to show a special effect and play an impact sound at each unit.
I understand that the special effects for abilities are made from Actors (model type) and the sounds also from actors (sound type), both of which would be oneshot. My issue is I'm not sure what the event for each actor should be to prompt the effect. I tried using the event, Effect -> My Damage Effect then Create, but this didn't seem to work. Plus, I didn't know how I would attach the sfx to a specific part of the target.
I was supposed to make the "Name" field: Cast
I thought you could name it whatever you wanted. I then made the the time type Duration and time variant -1
We don't have all the information to know what's going on, but here's my two cents.
If your ability is transient or without any casting/channeling/finish time, it will be done instantly and the unit will immediately start doing something else. So even if you tell it to play animation X, it might attack the next tick and then switch to playing the attack animation. Catching the abil.foo.SourceCastStart event is all good, but try making the casting or finish time non-zero.
Nah, none of these worked. I made sure that the ability had the attack priorities and event markers: Cast Prepare and Finish. I then set the cast time to 3 seconds, which would be plenty of time. That didnt work. Then I tried making the finish 3 seconds and that didnt work either.
Something is wrong here. Would it help if I posted the map or something?
Also: The unit doesnt have any other orders that would really override the animation. He can't be ordered to move or attack normally. I removed both of those. Right now, the only ability he has is the Attack (Savior - Ability) ability that I gave him.
I already tried SourceCastStart and SourceCastEnd. Neither produced an animation:(
By the way, I appreciate the help. Keep making suggestions cuz I'm dying to figure this out..
EDIT: Just to test that the Attack animation for this unit exists, I added a trigger action that tells the unit to do the Attack animation when the mouse was clicked. This worked, however he will do the attack even if the ability hasnt finished cooling down, which is not good. Plus, I would like to understand Actor events more since that make using ability animations more streamlined.
I'm messing around with a third person styled game using WSAD for movement and left clicking to use melee attacks.
Basically all I did was make an ability that causes the damage effect at the targeted point. Then I made a trigger that causes your unit to cast the ability when you left click.
Right now, the spell works perfectly whether you use the trigger to cast it or if you just cast it manually through the unit (with the left click trigger turned off). The problem is my unit isnt executing his attack animation when I use the ability.
I added the following event to my unit's actor (the actor uses the Protoss Preserver model):
Abil.Attack.SourceCastStart
AnimPlay Attack Attack
I also tried:
Abil.Attack.TargetCastStart
AnimPlay Attack Attack
The name of the ability is simply Attack.
But for one reason or another, he will not play his attack animation. Any idea?
I'm working on a map and I decided I wanted to add some water. I clicked the water droplet in terrain and I got an error saying that a certain string failed to load. Now only a few of the various types of water are available to me, and several (most) of them are unavailable. If I try placing the unavailable ones, they show up as a flat and clear tile (pretty much looks like a piece of glass). Any ideas why it might do this, and how I could correct it?
FYI, I played through the whole campaign and I dont recall seeing any instances where water was glitched or anything, but then again, I dont remember seeing much water at all in the campaign.
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@Kueken531: Go
This worked, but for some reason, it created two SFXs. One of them is correctly attached to my units weapon, but the second SFX is created at the location of his weapon and then just floats there, even after I walk away. What could cause that?
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I made a unit that always has a Behavior and I would like to have a SFX attached to the weapon of my unit as a result of having the behavior.
I tried making a Actor model and using the event "Behavior-X->On -> Create. I also tried Behavior-X-Any -> Create. Neither worked, which sort of make sense considering the behavior is always passive. And besides, even if that did work, I don't know how to attach the model to my units weapon.
Any suggestions? Thanks guys!
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@Kueken531: Go
Hm sounds much more simple. Ill give it a shot. Thank you so much!
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I made an ability that runs a Search effect around a targetted point. Once it has the units in the Search area, it runs a damage effect, damaging each unit individually. The ability runs fine, but I need to spice it up a bit.
There may not always be targets in the Search area, but when there are, I would like to show a special effect and play an impact sound at each unit.
I understand that the special effects for abilities are made from Actors (model type) and the sounds also from actors (sound type), both of which would be oneshot. My issue is I'm not sure what the event for each actor should be to prompt the effect. I tried using the event, Effect -> My Damage Effect then Create, but this didn't seem to work. Plus, I didn't know how I would attach the sfx to a specific part of the target.
Any help? Thanks guys!
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I got it!
I was supposed to make the "Name" field: Cast I thought you could name it whatever you wanted. I then made the the time type Duration and time variant -1
What other names can go into the Name field ?
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@StragusMapster: Go
Thanks :)
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Nah, none of these worked. I made sure that the ability had the attack priorities and event markers: Cast Prepare and Finish. I then set the cast time to 3 seconds, which would be plenty of time. That didnt work. Then I tried making the finish 3 seconds and that didnt work either.
Something is wrong here. Would it help if I posted the map or something?
Also: The unit doesnt have any other orders that would really override the animation. He can't be ordered to move or attack normally. I removed both of those. Right now, the only ability he has is the Attack (Savior - Ability) ability that I gave him.
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Bump. See the picture below for details. This is annoyingg
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@BorgDragon: Go
I already tried SourceCastStart and SourceCastEnd. Neither produced an animation:(
By the way, I appreciate the help. Keep making suggestions cuz I'm dying to figure this out..
EDIT: Just to test that the Attack animation for this unit exists, I added a trigger action that tells the unit to do the Attack animation when the mouse was clicked. This worked, however he will do the attack even if the ability hasnt finished cooling down, which is not good. Plus, I would like to understand Actor events more since that make using ability animations more streamlined.
0
@BorgDragon: Go But it did show up on the list with the suffix. And I already tried SourceCastStart as well as the Target one shown below. http://imageshack.us/photo/my-images/535/picexample.png/
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@BorgDragon: Go
I added a editor prefix to it as well, to set it apart: Attack (Savior - Ability)
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I'm messing around with a third person styled game using WSAD for movement and left clicking to use melee attacks.
Basically all I did was make an ability that causes the damage effect at the targeted point. Then I made a trigger that causes your unit to cast the ability when you left click.
Right now, the spell works perfectly whether you use the trigger to cast it or if you just cast it manually through the unit (with the left click trigger turned off). The problem is my unit isnt executing his attack animation when I use the ability.
I added the following event to my unit's actor (the actor uses the Protoss Preserver model): Abil.Attack.SourceCastStart AnimPlay Attack Attack
I also tried: Abil.Attack.TargetCastStart AnimPlay Attack Attack
The name of the ability is simply Attack.
But for one reason or another, he will not play his attack animation. Any idea?
0
I'm just getting back into the editor and I started messing with the trigger editor again the other day and everything was looking fine.
Today I logged into the editor and I noticed that whenever I make an event/cond/action, there are 3 duplicates of each label in the list. For example:
Actor Actor Actor AI AI AI AI Advanced AI Advanced AI Advanced
What could be causing this? Thanks
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I'm working on a map and I decided I wanted to add some water. I clicked the water droplet in terrain and I got an error saying that a certain string failed to load. Now only a few of the various types of water are available to me, and several (most) of them are unavailable. If I try placing the unavailable ones, they show up as a flat and clear tile (pretty much looks like a piece of glass). Any ideas why it might do this, and how I could correct it?
FYI, I played through the whole campaign and I dont recall seeing any instances where water was glitched or anything, but then again, I dont remember seeing much water at all in the campaign.
Thanks guys.