hey, im not that into actors but just fixed it the easy way.
instead of using the medivac heal model, i created a new actor:
model - animationtypeoneshot.
i added action- Msg - behavior name - heal aoe buff subname - on -> create
this will create the actor on each unit to which the heal behavior is applied everytime it is being applied. thankfully that animation's duration is very short, so it looks perfectly fine.
you may want to remove the original model.
is it possible, to modify/change the attack priority value of a unit via behavior/effect.
e.g. a unit has 0 energy -> attack priority is set from 20 to 15.
i cannot find anything relating in 'modify unit' effect or behavior 'buff'
if it is possible. how? if not. is there a different leading to the same result?
i created a model actor and linked it to an effect. now when the effect is triggering ingame, i get an error message:
"CActorModel [effect name]has invalid request: subject[]."
the game then freezes for about 25 seconds (background music still playing), then the game continues normally. even the actor is playing correctly.
what did i do wrong with my actor?
note:
i created an actor model based on ModelAnimationOneShot and just added
You can change the starting resources for each race in the data editor. No trigger required. Open The Tab races, then select your Race of Choice and Simply modify The starting resources. They will be Applied To every map,created with that mod
nice one.
i am actually destroying the bunker and at same time want to destroy the cargo. as i thin about it now, it is pretty much the same as the medivac load ability. all units in it die when it is destroyed.
edit: just found that on flags+ on the load unload ability.put a tick cargo death. done
... add a validator that checks a dummy on the transport (i.e. a dummy buff you place on the transport when "casting" your kill ability).
i dont get that dummy part.
reading the ideas above helped. thanks
my problem now is that i want the cargo units to only die when the bunker is full but i cant validate the the kill behavior on the cargo units, to only being applied when the bunker is fully loaded.
(note: i want to use data editor only. no triggers)
action definition: rightclick on the left panel where the triggers are displayed. then click new and select action definition. after that follow basharteg's instructions
i copied a unit and its actor and changed the actors model. now the unit dies after the model animation has finished playing (about 1 second of lifetime).
what do i have to do to make the unit permanently living/the model animation repeat its self once finished playing?
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Define 'good' pls. What is it, this person would have to do in your project?
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hey, im not that into actors but just fixed it the easy way.
instead of using the medivac heal model, i created a new actor: model - animationtypeoneshot.
i added action- Msg - behavior name - heal aoe buff subname - on -> create
this will create the actor on each unit to which the heal behavior is applied everytime it is being applied. thankfully that animation's duration is very short, so it looks perfectly fine. you may want to remove the original model.
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well, after another hour of research i found that the freeze it not caused by my model actor but somehow by a unit i created dieing...
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WORKS! thanks
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easy things first. check if the medivac still has the cargo ability on it.
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is it possible, to modify/change the attack priority value of a unit via behavior/effect. e.g. a unit has 0 energy -> attack priority is set from 20 to 15. i cannot find anything relating in 'modify unit' effect or behavior 'buff'
if it is possible. how? if not. is there a different leading to the same result?
0
hey there,
i created a model actor and linked it to an effect. now when the effect is triggering ingame, i get an error message: "CActorModel [effect name]has invalid request: subject[]." the game then freezes for about 25 seconds (background music still playing), then the game continues normally. even the actor is playing correctly.
what did i do wrong with my actor?
note: i created an actor model based on ModelAnimationOneShot and just added
msg type: effect source name: effectname subname: start
action:start
0
You can change the starting resources for each race in the data editor. No trigger required. Open The Tab races, then select your Race of Choice and Simply modify The starting resources. They will be Applied To every map,created with that mod
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it is not validated at all. it is applied to any unit, entering the bunker. caster source didnt work when i tried it.
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nice one. i am actually destroying the bunker and at same time want to destroy the cargo. as i thin about it now, it is pretty much the same as the medivac load ability. all units in it die when it is destroyed.
edit: just found that on flags+ on the load unload ability.put a tick cargo death. done
thread solved for me. thanks
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got it working by simply deleting some actor effects. thanks
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i dont get that dummy part.
reading the ideas above helped. thanks my problem now is that i want the cargo units to only die when the bunker is full but i cant validate the the kill behavior on the cargo units, to only being applied when the bunker is fully loaded. (note: i want to use data editor only. no triggers)
0
action definition: rightclick on the left panel where the triggers are displayed. then click new and select action definition. after that follow basharteg's instructions
0
how do i kill/destroy cargo units via effect? i read sth about the 'iterate transport' effect but i cant seem to get it work
0
hi there,
i copied a unit and its actor and changed the actors model. now the unit dies after the model animation has finished playing (about 1 second of lifetime).
what do i have to do to make the unit permanently living/the model animation repeat its self once finished playing?