I made a working ability for my flagship called the Sun Drifter, but I have some actor and graphical problem that I can't seem to be able to fix.
1) I'm using the purifier charge up animation for my ability charge actor. Only the wave part of the animation is visible, there are no particles. It work fine on the original purifier, but the animation is broken on my unit, why?
2) The attack sound is the planet cracker sound playing when the ability fire (it's actually a big laZer). The sound is actually to long, but the start and ending are quite nice. Is there any way to make shorter the middle of the sound. Is there any way to make shorter only the end?
3) The Beam actor I'm using for the ability is the mothership attack. There is no launch, beam and impact art. Why? I'm a bit clueless with beams...
4) Is there any way to fix casting yaw just like a turret? I want my skill to only fire in straight line. It already does it properly, but I would not be able to fix it if it broke since I don't know how it work.
Here is the map if you wanna check it out. Look for the custom Sun Drifter Unit or the Graviton beam Ability.
Update!! Some problems are fixed and new were created :D
1) I'm using the purifier charge up animation for my ability charge actor. Only the wave part of the animation is visible, but the second is not (there are no particles). It work fine on the original purifier, but the animation is broken on my unit, why?
2) The attack sound is the planet cracker sound playing when the ability fire (it's actually a big laZer). The sound is actually to long, but the start and ending are quite nice. Is there any way to make shorter the middle of the sound. Is there any way to make shorter only the end?
3) Is there any way to fix casting yaw just like a turret? I want my skill to only fire in straight line. I already tried the ability arc and arc slop, it does not work (uninterruptible flag removed). If the ability is in charge (prepare state) and the target unit get of the arc slop limit ( zero ), the ability still fire like if the arc slop restriction was non eixstent.
4) This ability fire a beam with a damage effect that attack 15 time with an attack period of 0.375. It's linked to a behavior that remove 50% movement to target for 5 sec. I want the movement behavior to apply at each period of 0.375 but I can't do it. I modified the stack count to 15 (stack max and stack max per caster), but it does not apply the behavior each time the target receive damage.
I think I'm doing it wrong, the behavior might apply only once when it's casted.
Ok I found a solution to the first one... basically, you have the wrong actor selected for the beam in your "graviton beam attack": since "mothership attack" isn't a beam actor, switch it with "MothershipAttackBeam" and it should show it. The problem now however, is the beam never stops. So in the MothershipAttackBeam events, add an event:
Msg Type: Effect
Source name: Graviton Beam persistant
Msg Type: Animation Bracket Stop
Name: BSD
Probably not the best way to do it, but this saves you from having to make another beam actor (still works for both units).
As for the sound... There seems to be the option to import them, so you could always try and copy and edit the .wav file, cutting out enough of the middle to match the length of your beam, and then import it as a new sound. Beyond that, I don't know... I don't see any options to crop existing sounds.
Sorry for spamming.... But I think I have a solution to the behavior issue too. You have it in the Set effect, which is why it only applies once. Remove it from there, and instead open up the persistent effect; add your apply behavior effect into the period effects, and it should do it alongside the damage.
Everything worked fine, ty. I think I will leave the sound like this for now, I'll see what I can do about it later. Two questions remain :
1) I'm using the purifier charge up animation for my ability charge actor. Only the wave part of the animation is visible, but the second is not (there are no particles). It work fine on the original purifier, but the animation is broken on my unit, why?
2) Is there any way to fix casting yaw just like a turret? I want my skill to only fire in straight line. I already tried the ability arc and arc slop, it does not work (uninterruptible flag removed). If the ability is in charge (prepare state) and the target unit get of the arc slop limit ( zero ), the ability still fire like if the arc slop restriction was non eixstent.
1) I'm using the purifier charge up animation for my ability charge actor. Only the wave part of the animation is visible, but the second is not (there are no particles). It work fine on the original purifier, but the animation is broken on my unit, why?
Whoops... I thought I was solving your first one, but I guess it was the third. Sorry about that. This is the same problem I was having with an ability... See the problem is, the original ability uses a behavior on itself, and the animation starts and stops based on the behavior. But you can't do that with this, since it's a target ability... So looking at the actor with your ability prepare start and stop, looks like it should work :/
I'll work on it for a bit and see if I can figure it out though. Unfortunately I haven't worked with turrets yet, so I probably won't be able to help you on the last one.
Since I don't use turret graphical effects, the only advantage I get from using them is being able to set weapon to attack only in a certain angle.
I did a Flagship that use 3 set of weapon, the second one is 6 guns (3 on each side) that protect and target different zone around the unit. This can make your unit target many different enemy at the same time. It give a good "Warship" feeling.
I figured it out... sorta. In the "Graviton Beam Attack Charge Model" actor, in the properties tab, it seems one of the "inherited properties" was interfering with the particles part of the animation. I'm not sure which one, since I just unchecked all of them lol (though it's likely tint color or opacity).
Also, if I think I know what you're saying, you might be able to solve the last one if you use validators... maybe on the persistent effect? That is, supposing it'll stop its remaining periods if the validator fails. Something to try anyway.
It was "Model Scale" and for the last one I checked validator but could not find thta. I'll give it another shot when I have more time.
Edit : I did it with a location arc validator type! It still require some tweaks, but I'll post the map again after. I gotta make a set of validators cause I also need the caster not dead validator on the persistent...
I yelled victory to fast.... Since I put that validator, it's not working anymore at all XD. Thats why it wasn't shooting when I went out of arc when I was testing it...
Sadly, it looks like the location arc validator is borked; either that, or no one knows how to use it. Looking through the forum, I've seen a few people having this same issue, and no responses. I even checked the wiki, and the section is blank :/
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Hello guys,
I made a working ability for my flagship called the Sun Drifter, but I have some actor and graphical problem that I can't seem to be able to fix.
1) I'm using the purifier charge up animation for my ability charge actor. Only the wave part of the animation is visible, there are no particles. It work fine on the original purifier, but the animation is broken on my unit, why?
2) The attack sound is the planet cracker sound playing when the ability fire (it's actually a big laZer). The sound is actually to long, but the start and ending are quite nice. Is there any way to make shorter the middle of the sound. Is there any way to make shorter only the end?
3) The Beam actor I'm using for the ability is the mothership attack. There is no launch, beam and impact art. Why? I'm a bit clueless with beams...
4) Is there any way to fix casting yaw just like a turret? I want my skill to only fire in straight line. It already does it properly, but I would not be able to fix it if it broke since I don't know how it work.
Here is the map if you wanna check it out. Look for the custom Sun Drifter Unit or the Graviton beam Ability.
@Claymuffin: Go
Update!! Some problems are fixed and new were created :D
1) I'm using the purifier charge up animation for my ability charge actor. Only the wave part of the animation is visible, but the second is not (there are no particles). It work fine on the original purifier, but the animation is broken on my unit, why?
2) The attack sound is the planet cracker sound playing when the ability fire (it's actually a big laZer). The sound is actually to long, but the start and ending are quite nice. Is there any way to make shorter the middle of the sound. Is there any way to make shorter only the end?
3) Is there any way to fix casting yaw just like a turret? I want my skill to only fire in straight line. I already tried the ability arc and arc slop, it does not work (uninterruptible flag removed). If the ability is in charge (prepare state) and the target unit get of the arc slop limit ( zero ), the ability still fire like if the arc slop restriction was non eixstent.
4) This ability fire a beam with a damage effect that attack 15 time with an attack period of 0.375. It's linked to a behavior that remove 50% movement to target for 5 sec. I want the movement behavior to apply at each period of 0.375 but I can't do it. I modified the stack count to 15 (stack max and stack max per caster), but it does not apply the behavior each time the target receive damage.
I think I'm doing it wrong, the behavior might apply only once when it's casted.
@Claymuffin: Go
Ok I found a solution to the first one... basically, you have the wrong actor selected for the beam in your "graviton beam attack": since "mothership attack" isn't a beam actor, switch it with "MothershipAttackBeam" and it should show it. The problem now however, is the beam never stops. So in the MothershipAttackBeam events, add an event:
Msg Type: Effect
Source name: Graviton Beam persistant
Msg Type: Animation Bracket Stop
Name: BSD
Probably not the best way to do it, but this saves you from having to make another beam actor (still works for both units).
@Claymuffin: Go
As for the sound... There seems to be the option to import them, so you could always try and copy and edit the .wav file, cutting out enough of the middle to match the length of your beam, and then import it as a new sound. Beyond that, I don't know... I don't see any options to crop existing sounds.
@Claymuffin: Go
Sorry for spamming.... But I think I have a solution to the behavior issue too. You have it in the Set effect, which is why it only applies once. Remove it from there, and instead open up the persistent effect; add your apply behavior effect into the period effects, and it should do it alongside the damage.
@Spudtop: Go
Everything worked fine, ty. I think I will leave the sound like this for now, I'll see what I can do about it later. Two questions remain :
1) I'm using the purifier charge up animation for my ability charge actor. Only the wave part of the animation is visible, but the second is not (there are no particles). It work fine on the original purifier, but the animation is broken on my unit, why?
2) Is there any way to fix casting yaw just like a turret? I want my skill to only fire in straight line. I already tried the ability arc and arc slop, it does not work (uninterruptible flag removed). If the ability is in charge (prepare state) and the target unit get of the arc slop limit ( zero ), the ability still fire like if the arc slop restriction was non eixstent.
Whoops... I thought I was solving your first one, but I guess it was the third. Sorry about that. This is the same problem I was having with an ability... See the problem is, the original ability uses a behavior on itself, and the animation starts and stops based on the behavior. But you can't do that with this, since it's a target ability... So looking at the actor with your ability prepare start and stop, looks like it should work :/
I'll work on it for a bit and see if I can figure it out though. Unfortunately I haven't worked with turrets yet, so I probably won't be able to help you on the last one.
Since I don't use turret graphical effects, the only advantage I get from using them is being able to set weapon to attack only in a certain angle.
I did a Flagship that use 3 set of weapon, the second one is 6 guns (3 on each side) that protect and target different zone around the unit. This can make your unit target many different enemy at the same time. It give a good "Warship" feeling.
@Claymuffin: Go
I figured it out... sorta. In the "Graviton Beam Attack Charge Model" actor, in the properties tab, it seems one of the "inherited properties" was interfering with the particles part of the animation. I'm not sure which one, since I just unchecked all of them lol (though it's likely tint color or opacity).
Also, if I think I know what you're saying, you might be able to solve the last one if you use validators... maybe on the persistent effect? That is, supposing it'll stop its remaining periods if the validator fails. Something to try anyway.
@Spudtop: Go
It was "Model Scale" and for the last one I checked validator but could not find thta. I'll give it another shot when I have more time.
Edit : I did it with a location arc validator type! It still require some tweaks, but I'll post the map again after. I gotta make a set of validators cause I also need the caster not dead validator on the persistent...
@Claymuffin: Go
Yeah that's what I was thinking :) I've just never worked with arcs yet. But so far I've learned two things while helping :D
@Spudtop: Go
I yelled victory to fast.... Since I put that validator, it's not working anymore at all XD. Thats why it wasn't shooting when I went out of arc when I was testing it...
How dumb I feed :D
@Claymuffin: Go
It happens :) I'm pretty sure this is our answer though; it probably just needs adjusting. So I'll see if I can figure it out.
Sadly, it looks like the location arc validator is borked; either that, or no one knows how to use it. Looking through the forum, I've seen a few people having this same issue, and no responses. I even checked the wiki, and the section is blank :/