Hmm maybe there was a confusion in words. Did you mean you used the duplicate feature or you mimicked the ability?
If you did use the duplicate feature then you should probably learn to make stuff from scratch. If that's not what you meant you need to change the hero's actor events so it responds to the ability.
Short Answer: Animations are something that Actors do. They are part of the actor, not part of the ability.
Long Answer:
Special Animations for abilities are part of the Actor Events for the unit that has that ability. If all you do is just give some random unit the snipe ability or any other ability for that matter you should not ever expect to automatically have the proper animations play for that ability.
Pull up the Actor Events for the Ghost Actor and examine how the actor is set up to play animations in response to snipe being used.
Also I feel compelled to share that I use the duplicate functionality all the time and find it to be a great time saver. It is just a matter of understanding that it doesn't magically do everything you need to do when duplicating and being prepared to clean things up manually. That said it is of course important to learn how to make things from scratch though, or else you will never really have a good understanding of what you are doing in the data editor.
(PS, could you ask your clanmate IHAVENONAME to stop trolling the lobbies for my map?)
I was somewhat under the impression he was very new to the data editor and didn't really understand the implications of duplicating things and that he may have duplicated the ghost actor as well.
You are absolutely right with everything you mentioned as well.
I'm not sure f you were talking to me about t he clan thingy, but if you were there is no one by that name in my clan.
Yes Vicboy's Apostles =) My game is Heaven Besieged.
Actors are responsible for anything you see or hear. So any model or sound comes to be in the game because of some actor.
Actors handle how those models and sounds behave in the game, so for example a unit actor is reponsible of displaying the model for that unit and is responsible for which animation that model ought to be engaged in at each moment. Many of the animations are handled via the Events for that actor. So for example if that actor receives a signal that its unit has used an ability at some stage it may then play a certain animation.
When I duplicated it, I also duplicated the only dependent actor, GhostSnipeRange.
It seems that it forgets about the attack animation used when executing these abilities.
Help? (PS, triggering it worked, but no.)
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
Well you should NEVER duplicate anything in data. It only leads to problems. Your issue here probably had something to do with the actor events.
@Vicboy: Go
You have to modify the ghost's actor to respond to the casting of the Spell.
@JacktheArcher: Go
How the heck do I create shit then?
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
Hmm maybe there was a confusion in words. Did you mean you used the duplicate feature or you mimicked the ability?
If you did use the duplicate feature then you should probably learn to make stuff from scratch. If that's not what you meant you need to change the hero's actor events so it responds to the ability.
This has little to do with duplication.
Short Answer: Animations are something that Actors do. They are part of the actor, not part of the ability.
Long Answer: Special Animations for abilities are part of the Actor Events for the unit that has that ability. If all you do is just give some random unit the snipe ability or any other ability for that matter you should not ever expect to automatically have the proper animations play for that ability. Pull up the Actor Events for the Ghost Actor and examine how the actor is set up to play animations in response to snipe being used.
Also I feel compelled to share that I use the duplicate functionality all the time and find it to be a great time saver. It is just a matter of understanding that it doesn't magically do everything you need to do when duplicating and being prepared to clean things up manually. That said it is of course important to learn how to make things from scratch though, or else you will never really have a good understanding of what you are doing in the data editor.
(PS, could you ask your clanmate IHAVENONAME to stop trolling the lobbies for my map?)
@intanjir: Go
I was somewhat under the impression he was very new to the data editor and didn't really understand the implications of duplicating things and that he may have duplicated the ghost actor as well.
You are absolutely right with everything you mentioned as well.
I'm not sure f you were talking to me about t he clan thingy, but if you were there is no one by that name in my clan.
@intanjir: Go
Question... Can someone explain to me what actors are responsible for?
@intanjir, my clan, Vicboy's Apostles are a bunch of random people I invited from my game. What is your game?
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
@Vicboy: Go
Yes Vicboy's Apostles =) My game is Heaven Besieged.
Actors are responsible for anything you see or hear. So any model or sound comes to be in the game because of some actor. Actors handle how those models and sounds behave in the game, so for example a unit actor is reponsible of displaying the model for that unit and is responsible for which animation that model ought to be engaged in at each moment. Many of the animations are handled via the Events for that actor. So for example if that actor receives a signal that its unit has used an ability at some stage it may then play a certain animation.
@Vicboy :
I don't understand, why not just script a trigger which command your unit to do certain animation each time that unit use snipe.
Should be simple enough I think, maybe something like this :
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