I have an ability set up that works fine, all thats missing is a graphic so the player gets a visual of it being active. It's basically an altered shield type ability that makes units in a 10 radius inuvlnerable for a few seconds. I understand that I could just duplicate and modify an existing ability (like the sentry guardian shield) but I really want to learn it from scratch. I can set up a model in the data editor to point to the graphic I want to use but I am lost when it comes to linking the visuals to the ability.
How do I create a visual effect on the buffed units for a 10 second period.
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Thats what I was thinking. I find it odd that linking through actors is done simply by having the same name....there should be a field in both the actor and whatever you link it to to 'point' to each other.
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i hate these "look into actors & events" type replies simply because you won't really find the info you are looking for without doing alot of digging. Soon I swear, the wiki will be updated.
Here's a post detailing how to get abilities to play a visual effect.
i hate these "look into actors events" type replies simply because you won't really find the info you are looking for without doing alot of digging. Soon I swear, the wiki will be updated.
Here's a post detailing how to get abilities to play a visual effect.
as I said at the end of that post, feel free to message me if you need a hand with anything.
Thanks, that really helped. I still had to do quite a bit of digging and comparing and I think I've almost got it down. I have created the effect but it has some issues. The shield graphics happen and the buff is applied. However, a shield is applied to every unit in range that the buff effects except for the unit that casted it. What I am needing is 1 graphic on the caster and simply let nearby targets benefit from the effects of the buff (like guardian shield works). I compared guardian shield to what I have and I can't figure out how to only apply the graphics to take place on one unit while letting nearby units benefit from the buff.
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Could always check out my frostbolt tutorial on my youtube page. I show how to use an actor to make the target of a frostbolt blue (and I think I gave it a glowing effect too).
The effects and visuals have nothing to do with each other. The visuals are just that. If you want it to effect all units you give them a buff. I would think you would have a main buff that would drain energy or a persistent effect or something to drain the energy from the main caster. Use that as the event that tells the actor to create the shield. You should be able to replicate the same effect of the Sentry shield if you look at it.
Ok, I finally got it and I can now answer my own question because I partially understand whats going on.
The effect/behavior DOES NOT call the actor and you can not link from the effect/behavior to an actor. Through actor events (the Events+ section of the actor ) you link up the effects/behaviors. So its kinda like an actor points to an effect/behavior as a trigger.
Thanks to everyone who posted here to help!
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Events + is pretty much a trigger system, you are correct.
You have your Event, you can add Terms(think of these as Conditions), and then there's the Message(this is the Action). It's basically a GUI Trigger system, for displaying visuals or sounds within the game.
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I have an ability set up that works fine, all thats missing is a graphic so the player gets a visual of it being active. It's basically an altered shield type ability that makes units in a 10 radius inuvlnerable for a few seconds. I understand that I could just duplicate and modify an existing ability (like the sentry guardian shield) but I really want to learn it from scratch. I can set up a model in the data editor to point to the graphic I want to use but I am lost when it comes to linking the visuals to the ability.
How do I create a visual effect on the buffed units for a 10 second period.
You want to look into actors and actor events. Actors are the glue linking visuals and sounds to data.
Thats what I was thinking. I find it odd that linking through actors is done simply by having the same name....there should be a field in both the actor and whatever you link it to to 'point' to each other.
i hate these "look into actors & events" type replies simply because you won't really find the info you are looking for without doing alot of digging. Soon I swear, the wiki will be updated.
Here's a post detailing how to get abilities to play a visual effect.
http://forums.sc2mapster.com/development/data/19857-actors-i-dont-get/#p1
as I said at the end of that post, feel free to message me if you need a hand with anything.
Thanks, that really helped. I still had to do quite a bit of digging and comparing and I think I've almost got it down. I have created the effect but it has some issues. The shield graphics happen and the buff is applied. However, a shield is applied to every unit in range that the buff effects except for the unit that casted it. What I am needing is 1 graphic on the caster and simply let nearby targets benefit from the effects of the buff (like guardian shield works). I compared guardian shield to what I have and I can't figure out how to only apply the graphics to take place on one unit while letting nearby units benefit from the buff.
@bulletbutter: Go
Could always check out my frostbolt tutorial on my youtube page. I show how to use an actor to make the target of a frostbolt blue (and I think I gave it a glowing effect too).
The effects and visuals have nothing to do with each other. The visuals are just that. If you want it to effect all units you give them a buff. I would think you would have a main buff that would drain energy or a persistent effect or something to drain the energy from the main caster. Use that as the event that tells the actor to create the shield. You should be able to replicate the same effect of the Sentry shield if you look at it.
Ok, I finally got it and I can now answer my own question because I partially understand whats going on.
The effect/behavior DOES NOT call the actor and you can not link from the effect/behavior to an actor. Through actor events (the Events+ section of the actor ) you link up the effects/behaviors. So its kinda like an actor points to an effect/behavior as a trigger.
Thanks to everyone who posted here to help!
@bulletbutter: Go
Events + is pretty much a trigger system, you are correct.
You have your Event, you can add Terms(think of these as Conditions), and then there's the Message(this is the Action). It's basically a GUI Trigger system, for displaying visuals or sounds within the game.