Just make an event Behavior.B.On>AnimPlay Y Play Forever and Behavior.B.Off>AnimClear Y and put it in an Event Macro actor that you add to the Event - Macros field of all the units to be affected.
The blur effect is linked to any unit with the cloak flag and is automatic (no actor needed). Macros are used by all the protoss buildings that need power.
Or use the Target field for the AnimPlay and AnimClear messages. Target is the topmost field when selecting the actor messages, it is empty usually. Use ::Main or _Selectable to send the actor message to the host. Just make sure, you pick an animation name, which does not conflict with any of the animation names your targets might use.
You need to put the macro actor in the macros field of each actor that is to be able to have this behaviour. It should be just below the three fields for events.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I want thing is when B is levitating, B animate flounder motion ( ofcourse B model has flounder aniation and that name is "Y")
I have solution. it is each Unit's actor (B, C, D, E, ....) be added event-behavior & playanimation.
But it is hard work to all unit's event fix.
How can I apply this easy? I think tip is mothership's cloakfield, and in there all unit has blur effect.
plz... help me ~
Just make an event Behavior.B.On>AnimPlay Y Play Forever and Behavior.B.Off>AnimClear Y and put it in an Event Macro actor that you add to the Event - Macros field of all the units to be affected.
The blur effect is linked to any unit with the cloak flag and is automatic (no actor needed). Macros are used by all the protoss buildings that need power.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Or use the Target field for the AnimPlay and AnimClear messages. Target is the topmost field when selecting the actor messages, it is empty usually. Use ::Main or _Selectable to send the actor message to the host. Just make sure, you pick an animation name, which does not conflict with any of the animation names your targets might use.
@DrSuperEvil: Go
where can i field of all units??
there are <actor>, <system> or <refrence> category..
because my Map-tool is korean version so English isn't there.
No, he wants you to add the makro to every single unit actor, which is used in your map. Its not a field, you can set for the single actor.
You need to put the macro actor in the macros field of each actor that is to be able to have this behaviour. It should be just below the three fields for events.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
yes i got it! I'll try it
thanks! :)