Could you be a little more specific? ::global usually refers to a global actor reference. You can set it with the Reference Set actor message and use it just like any other actor, for example to attach stuff or whatever.
It actually has nothing to do with units; you can use a unit actor, of course, but any other actor works, too. Also you cannot do any "unit-related" stuff with it, like deal damage or whatever. Like most other actor features, its purely for visual purposes.
basically im trying to remake the raynor railgun snipe, currently im trying to get the cursor it uses. Ive created every aspect of the ability, im having a few problems with it but the one im working on now is the actual cursor. If i change the ::global.RaynorCommando to my unit's actor name/unit name it just goes away completely.
I've attached the original ability cursors actor to show you where im talking about, i have my own and it uses the same splat and all but even changing the original abilitys cursor actor just causes it to no longer show up.
The reference is created by the Reference Set message, which is used in Raynor's unit actor. If you modify the set message, the reference should appear in the list of references and not disappear anymore.
The splat is quite complicated and involves multiple objects, which are even named unconventionally (some are called RaynorSnipe, others RailgunSnipe or just Railgun...), you will need to modify the references for all actors, which use them.
I see, Well when checking the unit actor i see where it sets the reference, But how do i create a reference? as seen in the pic attached to this post, its set, but the reference is already there. i cant do the same with my units actor because the reference doesn't exist.
i see, well thanks alot. i have it creating the beam now.. but it doesnt destroy it after the ability is used or canceled, instead it just moves it to the front of the unit and adds a new one each time lol.
It is indeed complex. Iirc, it actually uses 3 global references, one for the unit, one for an invisible mouse-following model and one for the beam itself. The destruction of the beam is also managed via these references.
anyone know how to make a "::global.Unitnamehere" just setting it to my unit doesn't work, i need to actually create it.. but i have no clue where
Could you be a little more specific? ::global usually refers to a global actor reference. You can set it with the Reference Set actor message and use it just like any other actor, for example to attach stuff or whatever.
It actually has nothing to do with units; you can use a unit actor, of course, but any other actor works, too. Also you cannot do any "unit-related" stuff with it, like deal damage or whatever. Like most other actor features, its purely for visual purposes.
basically im trying to remake the raynor railgun snipe, currently im trying to get the cursor it uses. Ive created every aspect of the ability, im having a few problems with it but the one im working on now is the actual cursor. If i change the ::global.RaynorCommando to my unit's actor name/unit name it just goes away completely.
I've attached the original ability cursors actor to show you where im talking about, i have my own and it uses the same splat and all but even changing the original abilitys cursor actor just causes it to no longer show up.
The reference is created by the Reference Set message, which is used in Raynor's unit actor. If you modify the set message, the reference should appear in the list of references and not disappear anymore.
The splat is quite complicated and involves multiple objects, which are even named unconventionally (some are called RaynorSnipe, others RailgunSnipe or just Railgun...), you will need to modify the references for all actors, which use them.
I see, Well when checking the unit actor i see where it sets the reference, But how do i create a reference? as seen in the pic attached to this post, its set, but the reference is already there. i cant do the same with my units actor because the reference doesn't exist.
Just select Custom instead of Reference and type it out. After this, it should appear in the reference list.
i see, well thanks alot. i have it creating the beam now.. but it doesnt destroy it after the ability is used or canceled, instead it just moves it to the front of the unit and adds a new one each time lol.
This ability is ridicules lol.
It is indeed complex. Iirc, it actually uses 3 global references, one for the unit, one for an invisible mouse-following model and one for the beam itself. The destruction of the beam is also managed via these references.
yea I've given up on it lol.. I'm just not data knowledgeable enough to make an ability like it or to attach it successfully to another unit.