Didnt think this would be as hard to do as i originally thought, guess its just not my night.
Have an ability, call it bleed shot. Right now there is no animation to it and the ghost just walks in range to the enemy, stares at them hard, and they get the effect of the bleed shot. Ive been looking everywhere to find information on how to make this custom ability use the ghosts standard attack, but everything is so outdated that it hasnt been much help.
I was looking at the actor for the ghost, but nothing seemed to be popping out at me, and at this point im just going through and trying to fish out the actor call the sniper round ability is using to make it happen, but if there is a refrence in there, im not finding it. Any help would be much appreciated.
I'm at work and I can't help you with this. Must be an actor... don't know why you can't find it.
You can always duplicate the Snipe skill (check all actors), and then rename it, and change the effect to your apply behaviour effect. Probably will work if you can't sort out other way.
Lol, yesterday i find how to do it ( because it was glitch with leveling snipe ability)
Okay, so i will tell you this at example of snipe ability.
If you look at ability - ghost - snipe shot you will see an actor ghost snipe attack. Chose him. So there a one field about this flying bullet effect, i dont know how this named in english version of editor, maybe : Picture - Beem with info in field : GhostSnipeAttackBeam.
So "GhostSnipeAttackBeam" is this effect.
You just need to create a new actor, attach him to ability and add this info in field. This maybe just a half of problem, because i was working with default ability, just with other name.
I dont know how this fields named in english version, but maybe you will also need to edit a Picture - Ammo field and add GhostSnipeAttackMissile
THANK YOU, i saw the beam in tehre, and i thought it was a bit strange that it was present, and there was no ghost beams... Ur awesome, ill let you know if it works
So i think you got me pointed in the right place. The beam seems to be the only thing related to the ghost that is unexplained. Gonna keep trying stuff out with this, and hope i get it figured out.
Alright, im giving up on this. For anyone out there who is interested in taking on a big bug in the editor, im sure im not the only person who has wondered why this doesnt work. Basically, the refrences to Ghost Snipe are non existant. There is no actor or anything connected to it, so no way of knowing how an actor is related to the ability. As posted above, the GhostSnipeAttackBeam is related somehow, but were not sure in what way. Basically, the only way to skirt this problem we have found, was to rewrite the original snipe ability (which you can only do once, and you lose that ability afterward). Duplicating it does not transfer the phantom actor.
This is way above my knowledge level, gonna just hope someone else can help us out.
I just yesterday solved this problem. I used Underp4nts's Sarah Kerrigan model, put into a copy of a ghost, but when she used Snipe or EMP she acted like she was throwing something instead of shooting.
Take a look at this screenshot, and it'll show you where to go:
Now, once you have that window open, those lines in Step 4 refer to the Snipe animation. Just copy each one and change the part with the flag next to it (i.e. "Abil.Snipe.SourceCastStart") to your other ability. Make sure the rest of the line (SourceCastStart, for example) is still there. It should work. It should at least get the ghost to do something.
If not, play around with it until it does. Don't give up! It took me probably 6 or 8 hours of messing around to learn how those things work, but now Kerrigan points her gun like she's supposed to.
Thanks man, ill get in there and fix it up. Yea, im all for doing footwork, cant learn this stuff properly without a willingness to fall on your face a few hundred times. I just draw the line at bugs in the game that prevent something from happening. Do appreciate the post, im sure others will too
Didnt think this would be as hard to do as i originally thought, guess its just not my night.
Have an ability, call it bleed shot. Right now there is no animation to it and the ghost just walks in range to the enemy, stares at them hard, and they get the effect of the bleed shot. Ive been looking everywhere to find information on how to make this custom ability use the ghosts standard attack, but everything is so outdated that it hasnt been much help.
I was looking at the actor for the ghost, but nothing seemed to be popping out at me, and at this point im just going through and trying to fish out the actor call the sniper round ability is using to make it happen, but if there is a refrence in there, im not finding it. Any help would be much appreciated.
@coronbale: Go
Still no dice on this, pain the the butt is what it is
@coronbale: Go
I'm at work and I can't help you with this. Must be an actor... don't know why you can't find it.
You can always duplicate the Snipe skill (check all actors), and then rename it, and change the effect to your apply behaviour effect. Probably will work if you can't sort out other way.
Lol, yesterday i find how to do it ( because it was glitch with leveling snipe ability) Okay, so i will tell you this at example of snipe ability. If you look at ability - ghost - snipe shot you will see an actor ghost snipe attack. Chose him. So there a one field about this flying bullet effect, i dont know how this named in english version of editor, maybe : Picture - Beem with info in field : GhostSnipeAttackBeam. So "GhostSnipeAttackBeam" is this effect. You just need to create a new actor, attach him to ability and add this info in field. This maybe just a half of problem, because i was working with default ability, just with other name. I dont know how this fields named in english version, but maybe you will also need to edit a Picture - Ammo field and add GhostSnipeAttackMissile
@Araxnid: Go
THANK YOU, i saw the beam in tehre, and i thought it was a bit strange that it was present, and there was no ghost beams... Ur awesome, ill let you know if it works
So i think you got me pointed in the right place. The beam seems to be the only thing related to the ghost that is unexplained. Gonna keep trying stuff out with this, and hope i get it figured out.
Alright, im giving up on this. For anyone out there who is interested in taking on a big bug in the editor, im sure im not the only person who has wondered why this doesnt work. Basically, the refrences to Ghost Snipe are non existant. There is no actor or anything connected to it, so no way of knowing how an actor is related to the ability. As posted above, the GhostSnipeAttackBeam is related somehow, but were not sure in what way. Basically, the only way to skirt this problem we have found, was to rewrite the original snipe ability (which you can only do once, and you lose that ability afterward). Duplicating it does not transfer the phantom actor.
This is way above my knowledge level, gonna just hope someone else can help us out.
@coronbale: Go Maybe you need to read tutorial about beams? Maybe its connected somehow? I new to editor and beams was last thing in my plan.
I just yesterday solved this problem. I used Underp4nts's Sarah Kerrigan model, put into a copy of a ghost, but when she used Snipe or EMP she acted like she was throwing something instead of shooting.
Take a look at this screenshot, and it'll show you where to go:
Now, once you have that window open, those lines in Step 4 refer to the Snipe animation. Just copy each one and change the part with the flag next to it (i.e. "Abil.Snipe.SourceCastStart") to your other ability. Make sure the rest of the line (SourceCastStart, for example) is still there. It should work. It should at least get the ghost to do something.
If not, play around with it until it does. Don't give up! It took me probably 6 or 8 hours of messing around to learn how those things work, but now Kerrigan points her gun like she's supposed to.
@dgh64: Go
Thanks man, ill get in there and fix it up. Yea, im all for doing footwork, cant learn this stuff properly without a willingness to fall on your face a few hundred times. I just draw the line at bugs in the game that prevent something from happening. Do appreciate the post, im sure others will too
Worked absolutly perfectly, thanks a ton!
You're welcome :)
And I'm glad it didn't take you as long to learn as it took me...
@dgh64: Go
It helps when you have these forums. Cant imagine trying to do this on my own.