I've always used triggers for such as they can combine so many things without having to navigate through the overloaded data editor and create classes that are then slow to paste one by one on other maps or even on mod since you cant paste different data types at once (not to say you lose button and other text descrip's). For unknown reasons I decided to do a 100% data only ability for once:
I have an ability that causes a buff on a target unit. I want to create some actor or model attached to this unit (defensive matrix model) either to origin or whichever attachment point does it right. How do I check if the enemy has buff? Also have to do actor event in the caster unit?
Abil.(MyAbility).Cast Start or phase not specified ? What term if target unit has buff, what validators if needed. Then another actor event to set tint color of the attached defense matrix.
Thanks, I saw it uses a Term (At -> Target) to make the actor with sop attach at the target unit and it works fine when I have Behavior.(name).off->Destroy. Does any1 know how can the scaling of the defensive matrix model be based on the scaling of the unit so that it doesnt appear too small or too big, like most visual effects on a unit? It has inherit properties for Scale in the actor of this model but the model size looks the same, not a big deal tho.
The behavior i have is based on buff, so it should have it. However, I found that the Art: Auto-Scale Factor in the model-type actor, so changing that to 2 or so, scales the model based on the unit's size. Thanks all.
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I've always used triggers for such as they can combine so many things without having to navigate through the overloaded data editor and create classes that are then slow to paste one by one on other maps or even on mod since you cant paste different data types at once (not to say you lose button and other text descrip's). For unknown reasons I decided to do a 100% data only ability for once:
I have an ability that causes a buff on a target unit. I want to create some actor or model attached to this unit (defensive matrix model) either to origin or whichever attachment point does it right. How do I check if the enemy has buff? Also have to do actor event in the caster unit?
Abil.(MyAbility).Cast Start or phase not specified ? What term if target unit has buff, what validators if needed. Then another actor event to set tint color of the attached defense matrix.
i do it like this:
make model actor. new event. on effect start, create.
look at the 250mm cannon model actor for referance
Thanks, I saw it uses a Term (At -> Target) to make the actor with sop attach at the target unit and it works fine when I have Behavior.(name).off->Destroy. Does any1 know how can the scaling of the defensive matrix model be based on the scaling of the unit so that it doesnt appear too small or too big, like most visual effects on a unit? It has inherit properties for Scale in the actor of this model but the model size looks the same, not a big deal tho.
I usually duplicate fungal growth behavior for my on behavior visuals. It also uses that "auto-scale" parameter
:D
@DuckyTheDuck: Go
The behavior i have is based on buff, so it should have it. However, I found that the Art: Auto-Scale Factor in the model-type actor, so changing that to 2 or so, scales the model based on the unit's size. Thanks all.