I've created a new actor for a buff on my unit that is created on a search area every period of a behavior. The actor is Time Warp (Unnamed) and I'm playing the birth animation. When the event plays the actor plays fine, but then it starts rising in Z above the unit. It doesn't look terrible but that's not how the animation looks in the previewer, so I'm thinking I'm missing something.
I added the LowerBy2 b/c of the z position of the actor to begin with. When I remove that, it's just higher up above the unit's head. I try the Death animation for the same model and it swirls around but doesn't rise like that actor does. What makes me question the animation is that it doesn't do what I'm seeing in game on the previewer.
Previewer sometimes forces the model to be in the center, so its moves aren't seen. I'd recommend to use Stand animation for buffs, because it's usually steady, without unexpected dynamics.
You could try some tricks, for example changing the scale of the actor. Try changing the Z scale to 0.1 and see, what it looks like (you might want to remove the SOp). You can also try to flip the model with an explicit rotation, so the rings go underground instead of up.
That is definitely something to try Kueken, ty. I am starting to think the rise was certainly part of the animation. I went ahead with the stand animation and I think like it better. Now, the actor still trails behind the unit a bit as I assume the model is just staying where the unit was when it was created. Would I fix this with the "at caster" term?
That is definitely something to try Kueken, ty. I am starting to think the rise was certainly part of the animation. I went ahead with the stand animation and I think like it better. Now, the actor still trails behind the unit a bit as I assume the model is just staying where the unit was when it was created.
The animation actually bugs a little in the previewer, because it gets reset every time one animation cycle ends (after 1 second for the stand animation). The previously created rings get destroyed and the animation starts over. In the game, the rings stay independent of the animation cycle, they have their own timer, so they are probably particle efects.
What you can try to do is destroying particles every 1 second, which should make it look exacly like in the previewer. So add actor events similar to this:
ActorCreation
TimerSet
TimerExpired
TimerSet 1.000
TimerExpired
DestroyParticles
For the Birth animation, this would be every 0.5 seconds, and you would probably need to loop it manually. Would be quite easy using the same timer ;)
Quote:
Would I fix this with the "at caster" term?
No, the at term is only useful to attach the animation to another actor.
Will certainly try that as well and see what I like the most. As far as looping the animations, I haven't had much success with that in the events. I have another buff where I had to add a dummy periodic effect to get the animation to play over and over, it works pretty nice though.
This one already has a periodic Search Area so i have a way to loop it without the events. I tried the timer events like what you posted in another thread but I couldn't get it to work.
Always gotta love mapster for great responses. Thanks for replying guys.
I've created a new actor for a buff on my unit that is created on a search area every period of a behavior. The actor is Time Warp (Unnamed) and I'm playing the birth animation. When the event plays the actor plays fine, but then it starts rising in Z above the unit. It doesn't look terrible but that's not how the animation looks in the previewer, so I'm thinking I'm missing something.
Dunno, what may cause the rise, but first thing to try I'd remove the SOpLowerBy2 thing from Host Site Operations
Have you tried another model to check if it's not the animation cause the rise?
@Zolden: Go
I added the LowerBy2 b/c of the z position of the actor to begin with. When I remove that, it's just higher up above the unit's head. I try the Death animation for the same model and it swirls around but doesn't rise like that actor does. What makes me question the animation is that it doesn't do what I'm seeing in game on the previewer.
Previewer sometimes forces the model to be in the center, so its moves aren't seen. I'd recommend to use Stand animation for buffs, because it's usually steady, without unexpected dynamics.
You could try some tricks, for example changing the scale of the actor. Try changing the Z scale to 0.1 and see, what it looks like (you might want to remove the SOp). You can also try to flip the model with an explicit rotation, so the rings go underground instead of up.
That is definitely something to try Kueken, ty. I am starting to think the rise was certainly part of the animation. I went ahead with the stand animation and I think like it better. Now, the actor still trails behind the unit a bit as I assume the model is just staying where the unit was when it was created. Would I fix this with the "at caster" term?
The animation actually bugs a little in the previewer, because it gets reset every time one animation cycle ends (after 1 second for the stand animation). The previously created rings get destroyed and the animation starts over. In the game, the rings stay independent of the animation cycle, they have their own timer, so they are probably particle efects.
What you can try to do is destroying particles every 1 second, which should make it look exacly like in the previewer. So add actor events similar to this:
For the Birth animation, this would be every 0.5 seconds, and you would probably need to loop it manually. Would be quite easy using the same timer ;)
No, the at term is only useful to attach the animation to another actor.
Will certainly try that as well and see what I like the most. As far as looping the animations, I haven't had much success with that in the events. I have another buff where I had to add a dummy periodic effect to get the animation to play over and over, it works pretty nice though.
This one already has a periodic Search Area so i have a way to loop it without the events. I tried the timer events like what you posted in another thread but I couldn't get it to work.
Always gotta love mapster for great responses. Thanks for replying guys.
Just retexture the particles to have a 0 alpha texture like the baneling nest emmissive.
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