Player Group - Pick each player in (All players) and do (Actions)
Actions
Camera - Pan the camera for player (Picked player) to (Start location of player 1) over 2.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
I think you have to go to the behavior that gets applied by the shield, check the field Combat: Damage Response +
it says "kind" and ranged is flagged, so also flag melee.
I don't really know ur problem cause i need more information. anyway create a search effect which you periodically apply with the Persistent, add an apply effect to give a behavior to unit you use ability on, go to modify unit tab of the behavior and change what you want.
Not doing anything yet, see in screen what i did, i tried bot with the hold position/rotation on/off if it matters. Why must it be such a pain to position the modelportraitcamera..... still looking for a solution though so if you still have some ideas, keep it coming ;]
I don't get it, your saying it bugs when all three are the same, like...
They all hit their passchance at the same time? where there would actually be 3 animations playing at the same time?
And the solution i just don't understand, you want me to set the passchance on all animation greater than 100% so to me this means all animations will always play at each attack. and then you want me to differ all of them by 0,001 %?
Hey, been reading a bit about SOp's but couldn't find localoffset SOp on the portraitactor. I didn't really know which datafield to edit but i assumed it was one of these 2:
Hosting: Host Site Operations +
Hosting: Hosted Attachments +
I tried like every Sop individually on both of them, all resulting in a black model portrait :(
Nope, never heard of it. I couldn´t find much about it, do you have a link where i can get some information on this?
EDIT:
Hey i was messing around with the passchance and have 2 events when weapon starts attack and both gave them a 75% chance to play the animation, its kinda what i want but now he sometimes doesnt swing becus both dont hit 75%
EDIT:
YEHHH thnx man with the pass chance i made it work, heres what i did:
I made 3x event weaponstart attack, then on the top one A i gave a pass of 25% then the middle one B i gave a 50% pass, and on the last one i gave it a 100% pass for C.
so now there will always play an attack, 25 % for A, 50% for B (if A doesnt hit 25%), and if both dont hit it will be attack C animation
its not exactly what i wanted, but it makes it work and i like having more rare animations in between the common one so,
would be awesome if you could show me in a test map, ive tried everything, would be weird if it would work with only,A,B,C instead of Attack A, Attack B, Attack C though cause i dont really see the difference :x
but would be awesome if you could show me a situation where you have it working!
I'm not really sure about what you want cause it seems you have already done most of the work.
So you have an ability which applies a behavior or you already have put the buff on the unit from the start. The buff searches around him and gives "hurt enemy buff" to enemies and "help ally buff" to ally within the search effect area. so i you have everytrhing set up properly i would say make the behavior on the unit giving the buffs permanent and make the other buffs like "hurt enemy" and "help ally" to a duration longer than the search so that it will always be applied, then set stack count of the buffs to 1.
I'm not very advanced with the editor either but i think this is what you have to do :]
Hey, thx for the reply, ive been trying a lot of different settings, i tested with the specific settings you recommended but it still only playing "Attack A" although i haven't specifically referenced to "Attack A" ..... its giving me headache :[
So your pretty much saying, If i want to do it the right way i have to open the model in a 3d program and add a camera for the portrait, but there are also alternate ways to do it?
First of all the only thing im trying to accomplish = while a unit is attacking with the same weapon i want him for example to switch between animation A and B for every attack he does. Or have the attack pick a random animation out of A,B for every attack.
I think i already tried what you did, and its not working for me... left case of the screenshot it will only play "Attack A" and in the right case of the screenshot it wont play any animation at all..., check out what i have tried in the screenshot below, maybe im doing someting wrong?
I´ve been messing around a lot with imported models and it raises some questions...
So now that i have these wow models that have like 3 different awesome attacks but only 1 shows up while attacking.
I tried changing a lot of stuff on the actor but i can´t figure out how to give a unit a random attack animation or even let it switch between attack animations. So is this possible?
I'm also still trying to figure out why the model portrait of the imported models only show the feet.. i can't find a way to position it right :(
0
Player Group - Pick each player in (All players) and do (Actions) Actions Camera - Pan the camera for player (Picked player) to (Start location of player 1) over 2.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
0
I think you have to go to the behavior that gets applied by the shield, check the field Combat: Damage Response + it says "kind" and ranged is flagged, so also flag melee.
didn't test it, just seemed obvious ;]
0
@fishy77: Go
I don't really know ur problem cause i need more information. anyway create a search effect which you periodically apply with the Persistent, add an apply effect to give a behavior to unit you use ability on, go to modify unit tab of the behavior and change what you want.
i think thats what you want
anyway good luck :]
0
Not doing anything yet, see in screen what i did, i tried bot with the hold position/rotation on/off if it matters. Why must it be such a pain to position the modelportraitcamera..... still looking for a solution though so if you still have some ideas, keep it coming ;]
0
@DrSuperEvil: Go
I don't get it, your saying it bugs when all three are the same, like... They all hit their passchance at the same time? where there would actually be 3 animations playing at the same time?
And the solution i just don't understand, you want me to set the passchance on all animation greater than 100% so to me this means all animations will always play at each attack. and then you want me to differ all of them by 0,001 %?
can you explain this?
0
@DrSuperEvil: Go
Nahh, i made a custom SOp Actor - local offset and added it to portraitactor data:
I tries the Z value and a lot of others, but it seems to have zero effect, the portrait isn't black but also isnt moved at all.
0
@DrSuperEvil: Go
Hey, been reading a bit about SOp's but couldn't find localoffset SOp on the portraitactor. I didn't really know which datafield to edit but i assumed it was one of these 2:
Hosting: Host Site Operations + Hosting: Hosted Attachments +
I tried like every Sop individually on both of them, all resulting in a black model portrait :(
0
Nope, never heard of it. I couldn´t find much about it, do you have a link where i can get some information on this?
EDIT:
Hey i was messing around with the passchance and have 2 events when weapon starts attack and both gave them a 75% chance to play the animation, its kinda what i want but now he sometimes doesnt swing becus both dont hit 75%
EDIT:
YEHHH thnx man with the pass chance i made it work, heres what i did:
I made 3x event weaponstart attack, then on the top one A i gave a pass of 25% then the middle one B i gave a 50% pass, and on the last one i gave it a 100% pass for C.
so now there will always play an attack, 25 % for A, 50% for B (if A doesnt hit 25%), and if both dont hit it will be attack C animation
its not exactly what i wanted, but it makes it work and i like having more rare animations in between the common one so,
thx DrSuperEvil for the nice workaround!
0
@zaysite: Go
would be awesome if you could show me in a test map, ive tried everything, would be weird if it would work with only,A,B,C instead of Attack A, Attack B, Attack C though cause i dont really see the difference :x
but would be awesome if you could show me a situation where you have it working!
0
@TheAlmaity: Go
i thought thats what i said :p
0
I'm not really sure about what you want cause it seems you have already done most of the work.
So you have an ability which applies a behavior or you already have put the buff on the unit from the start. The buff searches around him and gives "hurt enemy buff" to enemies and "help ally buff" to ally within the search effect area. so i you have everytrhing set up properly i would say make the behavior on the unit giving the buffs permanent and make the other buffs like "hurt enemy" and "help ally" to a duration longer than the search so that it will always be applied, then set stack count of the buffs to 1.
I'm not very advanced with the editor either but i think this is what you have to do :]
0
@Bommes: Go
Hey, thx for the reply, ive been trying a lot of different settings, i tested with the specific settings you recommended but it still only playing "Attack A" although i haven't specifically referenced to "Attack A" ..... its giving me headache :[
Anyone else got any ideas?
0
@SoulFilcher: Go
So your pretty much saying, If i want to do it the right way i have to open the model in a 3d program and add a camera for the portrait, but there are also alternate ways to do it?
So anyone familiar with these workarounds?
0
@zaysite: Go
First of all the only thing im trying to accomplish = while a unit is attacking with the same weapon i want him for example to switch between animation A and B for every attack he does. Or have the attack pick a random animation out of A,B for every attack.
I think i already tried what you did, and its not working for me... left case of the screenshot it will only play "Attack A" and in the right case of the screenshot it wont play any animation at all..., check out what i have tried in the screenshot below, maybe im doing someting wrong?
0
Hey guys,
I´ve been messing around a lot with imported models and it raises some questions... So now that i have these wow models that have like 3 different awesome attacks but only 1 shows up while attacking. I tried changing a lot of stuff on the actor but i can´t figure out how to give a unit a random attack animation or even let it switch between attack animations. So is this possible?
I'm also still trying to figure out why the model portrait of the imported models only show the feet.. i can't find a way to position it right :(
hope i can get some anwsers,
thx for the time