Hey, I'd like to display 'Ghost Nuke Target' Model at some point in my arcade map. My problem is that the model will not show up if it is underneath some hatchery or other structure. In default 1v1 games, the model shows up 'through' structures. http://puu.sh/nowyA/2c7a0cac94.jpg
Okay, so I figured out that this most likely has something to do with
- ghost nuke target billboard
- ghost nuke target billboard base actors (http://puu.sh/nq9RP/da183f5cda.png)
I think the problem may be that my ExplosionWarning actor inherited from apple does not host the 'ghost nuke target billboard'.
However, I'm not sure what is the proper way to make this model appear (Maybe it's not possible because I'm trying to turn it into a unit in itself?).
The ghostnuketarget actor is triggered by the ghost - nuke (persistent) effect. I tried creating this effect, but it didn't really work as I expected (http://puu.sh/nqaSU/6bc0531755.png). It basically does a nuke drop birth animation instead of the ghost nuke target I was looking for (http://puu.sh/nqb2a/2c1b5713db.jpg)
The nuke target actor has two important lines, one of which you found.
Host - Actor: Creation
Host - Subject: GhostNukeTargetBillboard
If you set both of those values on a unit actor you get the error "This SiteOp only works on actors created directly from effects or via the Create message sent to actors that were created directly from units", so using a unit with a changed model won't work for maintaining the effect. However there is a simple solution.
Create a new Effect (ie CreateCustomIndicator) of type Create Persist and set the Effect: Period Count and Effect: Period Durations fields to give the ability a max length. Then go to the Ghost Nuke Target actor (or create a new actor that is copied from it), add a new event of Effect.CreateCustomIndicator.Start, then change its action to Create. Another another event of Effect.CreateCustomIndicator.Stop with the action Destroy.
With that set up you can use a trigger to execute CreateCustomIndicator at a target point, then either let it manually expire or remove it with the Destory Effects action.
Happen to have any idea how the 'channeled' flag works? How do you manually create a channeled effect? (I'm guessing that's why my ghost nuke persistent effect didn't work out when I first tried it, it switched to the detonation instantly)
I haven't worked with channel abilities myself, but my understanding is that they just root the casting unit in place for the duration of the channel. It is possible that because an effect from a trigger doesn't have a casting unit, the channel period is skipped.
I think the reason main you can't use the Ghost Nuke Persist effect alone is because it is triggering waaaaay more than you want it to. Nuke Persist actually does cause the desired indicator to appear, but it is for such a brief period of time you can't actually see it. To prove this, you can go to the Nuke Target model and remove Effect.NukePersistent.Stop - AnimBracketStop BSD, then running Nuke Persistent from triggers will make the indicator appear infinitely, along with playing the nuke animation.
So in short Ghost Persist does work, it just works for such a short period of time that you don't actually notice, and then it continues doing things when you want it to stop.
Hey, I'd like to display 'Ghost Nuke Target' Model at some point in my arcade map. My problem is that the model will not show up if it is underneath some hatchery or other structure. In default 1v1 games, the model shows up 'through' structures. http://puu.sh/nowyA/2c7a0cac94.jpg
How can I do this?
Okay, so I figured out that this most likely has something to do with - ghost nuke target billboard - ghost nuke target billboard base actors (http://puu.sh/nq9RP/da183f5cda.png)
To give more detail: I created a custom unit (ExplosionWarning) which I duplicated from the (apple unit http://puu.sh/nq9Zm/95db5bad37.png). I made an actor ExplosionWarning inheriting from the apple actor http://puu.sh/nqatp/8d3b7d11b1.png
I think the problem may be that my ExplosionWarning actor inherited from apple does not host the 'ghost nuke target billboard'.
However, I'm not sure what is the proper way to make this model appear (Maybe it's not possible because I'm trying to turn it into a unit in itself?). The ghostnuketarget actor is triggered by the ghost - nuke (persistent) effect. I tried creating this effect, but it didn't really work as I expected (http://puu.sh/nqaSU/6bc0531755.png). It basically does a nuke drop birth animation instead of the ghost nuke target I was looking for (http://puu.sh/nqb2a/2c1b5713db.jpg)
The nuke target actor has two important lines, one of which you found.
If you set both of those values on a unit actor you get the error "This SiteOp only works on actors created directly from effects or via the Create message sent to actors that were created directly from units", so using a unit with a changed model won't work for maintaining the effect. However there is a simple solution.
Create a new Effect (ie CreateCustomIndicator) of type Create Persist and set the Effect: Period Count and Effect: Period Durations fields to give the ability a max length. Then go to the Ghost Nuke Target actor (or create a new actor that is copied from it), add a new event of Effect.CreateCustomIndicator.Start, then change its action to Create. Another another event of Effect.CreateCustomIndicator.Stop with the action Destroy.
With that set up you can use a trigger to execute CreateCustomIndicator at a target point, then either let it manually expire or remove it with the Destory Effects action.
This works perfectly! Thanks a lot :D
Happen to have any idea how the 'channeled' flag works? How do you manually create a channeled effect? (I'm guessing that's why my ghost nuke persistent effect didn't work out when I first tried it, it switched to the detonation instantly)
I haven't worked with channel abilities myself, but my understanding is that they just root the casting unit in place for the duration of the channel. It is possible that because an effect from a trigger doesn't have a casting unit, the channel period is skipped.
I think the reason main you can't use the Ghost Nuke Persist effect alone is because it is triggering waaaaay more than you want it to. Nuke Persist actually does cause the desired indicator to appear, but it is for such a brief period of time you can't actually see it. To prove this, you can go to the Nuke Target model and remove Effect.NukePersistent.Stop - AnimBracketStop BSD, then running Nuke Persistent from triggers will make the indicator appear infinitely, along with playing the nuke animation.
So in short Ghost Persist does work, it just works for such a short period of time that you don't actually notice, and then it continues doing things when you want it to stop.