For my melee evolved map one of the custom abilities I added to the ghost is an explosive plasma. Basically it is similar to emp and the round does AOE damage. I replaced the model for the emp explosion with the yamato cannon impact model and adjusted the damage stats and it works awesome. its going to be a timed spell that has a high energy and has a 2 minute cool down so it cant be spammed. The problem is when the projectile is launched the projectile model comes from the center of nova as opposed to out of nova's weapon and I can't figure out how to fix it.
Here is the Actor Event for the explosive rounds special ability:
1) abil.ExplosiveRound.SourcePrepStart
AnimGroupApply. Work Work,Start Stand Work End
{
(Parameters for Animation Group I applied)
Animation Properties: Work
At Apply Work,Start ( < the model animation that is playing when the move is initiated)
At Remove: Stand, Work, End ( < the model animation that plays after the projectile is launched)
Flags:
Time Variant: 0.00
Time Type: Automatic
}
2) Abil.ExplosiveRound.SourceCastStop
AnimPlay Spell A Stand, Work, End Non Looping (Spell A is a custom variable in data editor)
{ (Parameters)
Name: Spell A (Custom Name)
Animation Properties: Stand, Work. End
Flags: Non Looping
Bend In: -1.0000
Blend Out: -1.000
Time Variant: -1.0000
Time Type: Automatic
}
3) AnimDone
(Term) > AnimName Spell A
AnimGroupRemove Work
No I don't know if its the way I set up the event actors or if it has anything to do with the spell itself which is essential a copied emp ability that was modified. Help!!!!!!! I am stumped and I want to use this cool special ability in my melee evolved mod!!!!... Also playing around with the model animations I found this cool animation for a melee attack for the ghost and made it into a special weapon. Ghost in melee evolved act as dark templars with a plasma blade attack to break zerg surrounds etc in addition to it normal rifle attack. I am adding this weapon ability to the ghost academy to be a type of research. :) hopefully I can create a new way to use ghost and not make them so overpowered and as opposed to having them as a normal terran unit they will be a dominion faction exclusive unit that is only available if you select the Psi Ops focus in the begining of your game that will allow you to build a ghost academy and summon Nova and Echo as well as the ability to train Ghost units. Naturally the all tech tree focuses will be available but if you do not select Psi ops as a tech tree focus the cost of getting those abilities and special units are tripled. If you help me solve my problem i will be sure to give you a credit in my mod.
For my melee evolved map one of the custom abilities I added to the ghost is an explosive plasma. Basically it is similar to emp and the round does AOE damage. I replaced the model for the emp explosion with the yamato cannon impact model and adjusted the damage stats and it works awesome. its going to be a timed spell that has a high energy and has a 2 minute cool down so it cant be spammed. The problem is when the projectile is launched the projectile model comes from the center of nova as opposed to out of nova's weapon and I can't figure out how to fix it.
Here is the Actor Event for the explosive rounds special ability:
1) abil.ExplosiveRound.SourcePrepStart
AnimGroupApply. Work Work,Start Stand Work End
{
(Parameters for Animation Group I applied)
Animation Properties: Work
At Apply Work,Start ( <
the model animation that is playing when the move is initiated)the model animation that plays after the projectile is launched)At Remove: Stand, Work, End ( <
Flags:
Time Variant: 0.00
Time Type: Automatic
}
2) Abil.ExplosiveRound.SourceCastStop
AnimPlay Spell A Stand, Work, End Non Looping (Spell A is a custom variable in data editor)
{ (Parameters)
Name: Spell A (Custom Name)
Animation Properties: Stand, Work. End
Flags: Non Looping
Bend In: -1.0000
Blend Out: -1.000
Time Variant: -1.0000
Time Type: Automatic
}
3) AnimDone
(Term)
> AnimName Spell AAnimGroupRemove Work
No I don't know if its the way I set up the event actors or if it has anything to do with the spell itself which is essential a copied emp ability that was modified. Help!!!!!!! I am stumped and I want to use this cool special ability in my melee evolved mod!!!!... Also playing around with the model animations I found this cool animation for a melee attack for the ghost and made it into a special weapon. Ghost in melee evolved act as dark templars with a plasma blade attack to break zerg surrounds etc in addition to it normal rifle attack. I am adding this weapon ability to the ghost academy to be a type of research. :) hopefully I can create a new way to use ghost and not make them so overpowered and as opposed to having them as a normal terran unit they will be a dominion faction exclusive unit that is only available if you select the Psi Ops focus in the begining of your game that will allow you to build a ghost academy and summon Nova and Echo as well as the ability to train Ghost units. Naturally the all tech tree focuses will be available but if you do not select Psi ops as a tech tree focus the cost of getting those abilities and special units are tripled. If you help me solve my problem i will be sure to give you a credit in my mod.
@michaelknives: Go
Make an attack actor for the ability specifically and have the launch site be nova's weapon
@peranzormal: Go
how would I go about doing that. What are the basic parameters