Fully explained:So basically I've noticed this issue with 2 different animations.. The animation plays normally (a blast looks like a normal circular blast etc) when the unit that uses the ability, is facing down (south). Now if the unit is point left, right, or up or any other direction other than basically downwards.. the animation plays as if there is a target it's moving towards, so in the video you'll see, when the unit is facing up, the animation looks like a shotgun blast arc..
I've messed with nearly everything I thought would work and spent hours trying to figure this out...
The other animation I noticed this happening to, is like a cloud blast.. works normal (aoe blast like animation) when unit is facing down. Any other direction, the cloud blast, moves like a projectile away from the unit and makes it look simply horrible..
Any ideas please!? I just want it to show like an aoe blast coming from the hero unit that uses the ability.
I'm pretty certain after spending serveral hours and adjusting effect and actor targets/hosts, I cannot find a soultion to this.. I have 2 animations that is doing it.. It seems like they're "physics" animations because it's not the same thing over and over, and peices fly from blast randomly, maybe it's something to do with the model somehow?
Ohh and I've tried using SOpShadow still does the same thing.. Perhaps "place it on the ground" I don't know how to do, could you explain?
I'm no good with the data editor, but if I were doing this with triggers, I would use "environment" to create the effect at the point that is the position of the unit (with an offset if required). Then this effect would be completely separate from the unit, yet would appear with it.
Finally fixed it, thanks to onetwo's work I looked over..
The fix included setting the actor host to custom and leaving it blank, along with setting the actor events to: effect.myeffect.start > at effect > create
Finally fixed it, thanks to onetwo's work I looked over..
The fix included setting the actor host to custom and leaving it blank, along with setting the actor events to: effect.myeffect.start > at effect > create
Heh, did not watch this thread again, I could have given you that hint, sorry.
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Fully explained:So basically I've noticed this issue with 2 different animations.. The animation plays normally (a blast looks like a normal circular blast etc) when the unit that uses the ability, is facing down (south). Now if the unit is point left, right, or up or any other direction other than basically downwards.. the animation plays as if there is a target it's moving towards, so in the video you'll see, when the unit is facing up, the animation looks like a shotgun blast arc..
I've messed with nearly everything I thought would work and spent hours trying to figure this out...
The other animation I noticed this happening to, is like a cloud blast.. works normal (aoe blast like animation) when unit is facing down. Any other direction, the cloud blast, moves like a projectile away from the unit and makes it look simply horrible..
Any ideas please!? I just want it to show like an aoe blast coming from the hero unit that uses the ability.
I would say, don't attach the blast to the unit, just place it on the ground.
@Kueken531: Go
I'm pretty certain after spending serveral hours and adjusting effect and actor targets/hosts, I cannot find a soultion to this.. I have 2 animations that is doing it.. It seems like they're "physics" animations because it's not the same thing over and over, and peices fly from blast randomly, maybe it's something to do with the model somehow?
Ohh and I've tried using SOpShadow still does the same thing.. Perhaps "place it on the ground" I don't know how to do, could you explain?
I'm no good with the data editor, but if I were doing this with triggers, I would use "environment" to create the effect at the point that is the position of the unit (with an offset if required). Then this effect would be completely separate from the unit, yet would appear with it.
Finally fixed it, thanks to onetwo's work I looked over..
The fix included setting the actor host to custom and leaving it blank, along with setting the actor events to: effect.myeffect.start > at effect > create
Heh, did not watch this thread again, I could have given you that hint, sorry.