A friend and I are currently trying to swap the Sentry's attack out for the Medivac's heal ability. First, we duplicated the Sentry Unit and Actor, gave it the appropriate ability (Medivac - Heal) in both ability - abilities and command card fields, and configured the events in the actor. The heal ability worked fine when we tested it.
But, when we select sentries and zealots together, the sentry command card pops up first and because it does not have an attack ability we cannot order our selected units to attack. This is one of the problems we would like help with...
The other problem takes priority. We decided we wanted to change the heal beam to blue. We successfully did this by going to the Medivac heal ability beam actor and adding an event (ActorCreation Set Tint Color Blue). But, we realized we would rather duplicate the entire heal ability so we did not have to mess up the default... so, we did just that. We duplicated everything about the Medivac Heal Ability. We went through the actor events and linked everything together (except did not touch the reference or sound related stuff). We went back to our duplicated Sentry and swapped the original Medivac ability for our duplicate. AND THEN, when we tested it, the beam didn't appear... The overhead heal effects did, and the sound played, and the units got healed, but no beam...
We saw another thread here that suggested adding the letter 'z' to the beam actor name so that it would be loaded after the impact and launch site actors, but we tried that without success. Anyone have any ideas/thoughts for us?
For the first problem, have a look at the medic itself. It has the abilities Attack and Scan Move in the command card. Try to set it up the same way for your sentry.
The 2nd one is a known issue, I don't know, if there is a 100% solution right now; however I did not try it myself. I will try it soon, eventually.
To my knowledge you have to create a new beam actor (with added "z") for it to work. You can choose to use the old beam actor as the template for creating the new one so you don't have to copy all the fields over.
Also check the RefSet actor events of the launch/impact sites. These references are used by the beam actor (in some Host...+ fields), and I would suggest creating new ones for your ability.
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Hi all,
A friend and I are currently trying to swap the Sentry's attack out for the Medivac's heal ability. First, we duplicated the Sentry Unit and Actor, gave it the appropriate ability (Medivac - Heal) in both ability - abilities and command card fields, and configured the events in the actor. The heal ability worked fine when we tested it.
But, when we select sentries and zealots together, the sentry command card pops up first and because it does not have an attack ability we cannot order our selected units to attack. This is one of the problems we would like help with...
The other problem takes priority. We decided we wanted to change the heal beam to blue. We successfully did this by going to the Medivac heal ability beam actor and adding an event (ActorCreation Set Tint Color Blue). But, we realized we would rather duplicate the entire heal ability so we did not have to mess up the default... so, we did just that. We duplicated everything about the Medivac Heal Ability. We went through the actor events and linked everything together (except did not touch the reference or sound related stuff). We went back to our duplicated Sentry and swapped the original Medivac ability for our duplicate. AND THEN, when we tested it, the beam didn't appear... The overhead heal effects did, and the sound played, and the units got healed, but no beam...
We saw another thread here that suggested adding the letter 'z' to the beam actor name so that it would be loaded after the impact and launch site actors, but we tried that without success. Anyone have any ideas/thoughts for us?
Thanks in advance!
For the first problem, have a look at the medic itself. It has the abilities Attack and Scan Move in the command card. Try to set it up the same way for your sentry.
The 2nd one is a known issue, I don't know, if there is a 100% solution right now; however I did not try it myself. I will try it soon, eventually.
To my knowledge you have to create a new beam actor (with added "z") for it to work. You can choose to use the old beam actor as the template for creating the new one so you don't have to copy all the fields over.
Also check the RefSet actor events of the launch/impact sites. These references are used by the beam actor (in some Host...+ fields), and I would suggest creating new ones for your ability.