I have an ability with an area effect damage.
At each damaged unit's origin I want a burn fire model to play a 1 second burn animation then remove burn model.
Im not sure what the best way to target damaged unit's from an AOE Damage Effect.
Effect.SplashDamage.Start
-At ?Target Outer?Target?Effect?
-Create
What is the best way to play an animation and then destroy it?
ActorCreation
-AnimationBracketStart .....
AnimDone
-Destroy
Thanks guys! Im new to actors but I feel like I am really close to getting the hang of them.
You've tested all that? I think it should be Target.
And to check what is best to play an animation; I recommand to check out other actors how they are set up.
If you reference really any ability that has an effect on the target unit, the event is extremely similar. The event usually goes something like Ability Starts > create > at target. Then you could make a duplicate of the fire model, and set the duration to be 1 second and use that in the "create" slot in the event. In addition, there are tutorials for actors in the last link in my signature.
I have an ability with an area effect damage.
At each damaged unit's origin I want a burn fire model to play a 1 second burn animation then remove burn model.
Im not sure what the best way to target damaged unit's from an AOE Damage Effect.
Effect.SplashDamage.Start
-At ?Target Outer?Target?Effect?
-Create
What is the best way to play an animation and then destroy it?
ActorCreation
-AnimationBracketStart .....
AnimDone
-Destroy
Thanks guys! Im new to actors but I feel like I am really close to getting the hang of them.
You've tested all that? I think it should be Target. And to check what is best to play an animation; I recommand to check out other actors how they are set up.
I have tried a bunch of different variations.
What usually happens is the model gets created and plays the stand animation forever.
It looks like I need to learn how to use the Action Actor type.
You can try ModelAnimationStyleOneShot. Make event triggered by your effect, like:
Effect.XXXX.Start
Term: At Target
Action: Create
And destroy it afterwards to prevent overlapping.
If you reference really any ability that has an effect on the target unit, the event is extremely similar. The event usually goes something like Ability Starts > create > at target. Then you could make a duplicate of the fire model, and set the duration to be 1 second and use that in the "create" slot in the event. In addition, there are tutorials for actors in the last link in my signature.
New to the Editor? Need a tutorial? Click Here
Want data assets? Click Here
Thanks guys! I got it working and starting to understand actors better.
There seems to be 3 default events that come with every model actor that I do not touch.
Actor Creation
- Animation bracket start
ActorOrphan
- Destory
AnimationBracketState.
- More Stuff
After that I just but my events based off Abilities, Events and Behavior status's and they work great!
Here is a video to one of my abilities!