Hi all you originators of the Starcraft community.
I'm pretty new to this map making stuff, and I'm wondering if anyone would be able to advise me on how to go about creating an animation for a spawn unit effect. I have this hero that creates a unit at a location, but I can't seem to get the actor to play the animation where the unit is spawned. Instead, the animation only seems to play at the caster.
Here's the steps I take (they're in instruction format to make it easier for me in the future):
1. Create an actor of type model. For one shot animations, use "ModelAnimationStyleOneShot" for the parent.
2. Open the "(Basic) Event: Events+" row and add an event of "Msg Type:" effect
"Source Name:" my spawn unit effect
"Sub Name:" start
3. Right click and add a term of "Term Type:" At and "Scope Target" for "At."
4. Change the action under this event to "Msg Type:" Create
5. Create another event below as "Msg Type:" Actor Creation, leave "Source Name:" and "Sub Name:" as any
6. Change the action type (thing with action symbol) to "Msg Type: Set Cast Shadows"
7.Change the "(Basic) Art: Model" row to whichever model you wanted to use for your ability. Create a model if you don't want to use an existing one and pick a cool animation
You could try creating the actor when the specified unit is spawned like how unit models work instead of putting it in the ability. You could also try putting it at the end of the ability if it has a launch or something.
Hmm...well, I'm not particularly fond of making it so every unit that spawns has this animation. Kind of want this to only originate from units spawned with this ability.
I'm pretty new to this stuff, so I assume by launch you mean where it uses an actor to send a projectile to the target. Nah, this is more like a raise dead ability. Targets a small area and then a unit pops out!
Looks like I might be able to add a behavior and then have the effect activate when that behavior turns on...was hoping for a more streamlined way though.
Edit: Works perfectly, just feels messy. If anyone knows of a better way than creating a buff on a unit that triggers an actor to create an animation when the buff is turned on, please let me know. I feel as though there's a simpler solution that doesn't involve using a blank behavior just as a means of applying the animation that I'm not thinking of...maybe creating a persistent...hmmmm
Here's what I did though for anyone who also wants to do this (this will at least work and get the job done without too much time):
1. Create your caster, unit, ability, and connect everything together
2. Create a dummy buff behavior and then an apply behavior effect that applies the dummy behavior (make sure to set "(Basic) Stats: Flags:" to hidden so you don't see the buff in game on the unit...you know...unless you want to see the buff on your unit's stat card.
3. Add that apply behavior effect to your spawn unit effect under "(Basic) Effect: - Spawn^"
4. Create an actor of "Actor Type:" Model.
For "Parent:," use ModelAnimationStyleOneShot
5. Open the "(Basic) Event: Events+"
6. Create an event of "Msg Type: Behavior, "Source Name:" YourAbility, and "Sub Name" on
7. Change the action to "Msg Type:" Create
8. Create an event of "Msg Type:" Actor Creation with "Source Name:" and "Sub Name:" set to any
9. Change the action to "Msg Type:" Set Cast Shadows
10: Change "(Basic) Art: Model" to a model that plays a cool animation
Thats not what I meant. I meant under the specific unit you want it for, make another event for its actor for when its created. Well not quite, the event would be in your animation actor. But if It's working thats cool i guess. I'm not that great with actors so I don't really know how to make that better.
Hi all you originators of the Starcraft community.
I'm pretty new to this map making stuff, and I'm wondering if anyone would be able to advise me on how to go about creating an animation for a spawn unit effect. I have this hero that creates a unit at a location, but I can't seem to get the actor to play the animation where the unit is spawned. Instead, the animation only seems to play at the caster.
Here's the steps I take (they're in instruction format to make it easier for me in the future):
1. Create an actor of type model. For one shot animations, use "ModelAnimationStyleOneShot" for the parent.
2. Open the "(Basic) Event: Events+" row and add an event of "Msg Type:" effect
"Source Name:" my spawn unit effect
"Sub Name:" start
3. Right click and add a term of "Term Type:" At and "Scope Target" for "At."
4. Change the action under this event to "Msg Type:" Create
5. Create another event below as "Msg Type:" Actor Creation, leave "Source Name:" and "Sub Name:" as any
6. Change the action type (thing with action symbol) to "Msg Type: Set Cast Shadows"
7.Change the "(Basic) Art: Model" row to whichever model you wanted to use for your ability. Create a model if you don't want to use an existing one and pick a cool animation
@TheMechE: Go
You could try creating the actor when the specified unit is spawned like how unit models work instead of putting it in the ability. You could also try putting it at the end of the ability if it has a launch or something.
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@fishy77: Go
Hmm...well, I'm not particularly fond of making it so every unit that spawns has this animation. Kind of want this to only originate from units spawned with this ability.
I'm pretty new to this stuff, so I assume by launch you mean where it uses an actor to send a projectile to the target. Nah, this is more like a raise dead ability. Targets a small area and then a unit pops out!
Looks like I might be able to add a behavior and then have the effect activate when that behavior turns on...was hoping for a more streamlined way though.
Edit: Works perfectly, just feels messy. If anyone knows of a better way than creating a buff on a unit that triggers an actor to create an animation when the buff is turned on, please let me know. I feel as though there's a simpler solution that doesn't involve using a blank behavior just as a means of applying the animation that I'm not thinking of...maybe creating a persistent...hmmmm
Here's what I did though for anyone who also wants to do this (this will at least work and get the job done without too much time):
1. Create your caster, unit, ability, and connect everything together
2. Create a dummy buff behavior and then an apply behavior effect that applies the dummy behavior (make sure to set "(Basic) Stats: Flags:" to hidden so you don't see the buff in game on the unit...you know...unless you want to see the buff on your unit's stat card.
3. Add that apply behavior effect to your spawn unit effect under "(Basic) Effect: - Spawn^"
4. Create an actor of "Actor Type:" Model.
For "Parent:," use ModelAnimationStyleOneShot
5. Open the "(Basic) Event: Events+"
6. Create an event of "Msg Type: Behavior, "Source Name:" YourAbility, and "Sub Name" on
7. Change the action to "Msg Type:" Create
8. Create an event of "Msg Type:" Actor Creation with "Source Name:" and "Sub Name:" set to any
9. Change the action to "Msg Type:" Set Cast Shadows
10: Change "(Basic) Art: Model" to a model that plays a cool animation
@TheMechE: Go
Thats not what I meant. I meant under the specific unit you want it for, make another event for its actor for when its created. Well not quite, the event would be in your animation actor. But if It's working thats cool i guess. I'm not that great with actors so I don't really know how to make that better.
New to the Editor? Need a tutorial? Click Here
Want data assets? Click Here