Basic problem I had when fiddling around with actors. (I think I am starting to get the hang of actors, now I know you can't manipulate an actor without adding events to THAT specific actor)
But the problem is this:
I have an ability that is basically a copy of blink (Not a duplicate, I made a clean flawless copy using add object and using the "copy from" field), and added it to a NON ZERG unit. The ability's name is "Quick Tunnel" (It's basically blink, but different actor animations, so it looks like the unit is burrowing instantly).
Since my unit isn't zerg (No burrow animation, I opted to make a duplicate of the roach model (Called it "BurrowDouble") and created its events so that it creates itself upon "QuickTunnel.CastStart" and plays the burrow animation, creates itself and plays unburrow upon "QuickTunnel.FinishStart". And it is destroyed whenever it is finished playing an animation. The purpose of this dummy model is to let the unit "visually burrow" even if it turns into a roach while it burrows XD. It is working beautifully as intended.
My problem is with the NON ZERG actor, the actual unit. Since it does not contribute to the burrow animation, I set up events to destroy it upon "QuickTunnel.CastStart" and to create it upon "QuickTunnel.FinishStart". Problem is that if I interrupt the ability (During its 0.5 cast time), the ability never gets to the FinishStart phase and if the unit is unselected after that without recasting the ability completely, there is no way to reselect it (Effectively disappearing).
I tried to fix this by adding an event which creates the actor upon "QuickTunnel.CastStop", but while this fixes the disappearing issue...it creates a model every time the ability begins being casted, not only when it is interrupted (So I end up with extra actors which looks weird).
How do I create and destroy an actor without having to end up with more actors than just one?
I tried implementing a one second delay to the ability (Unit uses ability, does burrow animation, disappears. One Second later unit appears, and unburrows at the ability target location).
When I try to create the actors upon the start or stop of the teleport effect (Which occurs one second after the Persistent effect which is launched from the ability), it says that I cannot create an Actor outside of a unit's actor scope (Oh you silly silly editor).
When I try to use a Timer (With a one second delay) upon Ability.FinishStart and a Create upon TimerExpired (With the TimerName term with the correct timer name), the actors (Unit models) never appear again.
Does the actor editor not work for abilities? I have no idea what I am doing wrong.
You can overcome this issue with the host for properties field to a certain extent in that you can link and effect in the ability tree to be used for finding the correct actor. An example is in my walker demo map where I get the model created on impact to be known as part of the creating actor.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Basic problem I had when fiddling around with actors. (I think I am starting to get the hang of actors, now I know you can't manipulate an actor without adding events to THAT specific actor)
But the problem is this:
I have an ability that is basically a copy of blink (Not a duplicate, I made a clean flawless copy using add object and using the "copy from" field), and added it to a NON ZERG unit. The ability's name is "Quick Tunnel" (It's basically blink, but different actor animations, so it looks like the unit is burrowing instantly).
Since my unit isn't zerg (No burrow animation, I opted to make a duplicate of the roach model (Called it "BurrowDouble") and created its events so that it creates itself upon "QuickTunnel.CastStart" and plays the burrow animation, creates itself and plays unburrow upon "QuickTunnel.FinishStart". And it is destroyed whenever it is finished playing an animation. The purpose of this dummy model is to let the unit "visually burrow" even if it turns into a roach while it burrows XD. It is working beautifully as intended.
My problem is with the NON ZERG actor, the actual unit. Since it does not contribute to the burrow animation, I set up events to destroy it upon "QuickTunnel.CastStart" and to create it upon "QuickTunnel.FinishStart". Problem is that if I interrupt the ability (During its 0.5 cast time), the ability never gets to the FinishStart phase and if the unit is unselected after that without recasting the ability completely, there is no way to reselect it (Effectively disappearing).
I tried to fix this by adding an event which creates the actor upon "QuickTunnel.CastStop", but while this fixes the disappearing issue...it creates a model every time the ability begins being casted, not only when it is interrupted (So I end up with extra actors which looks weird).
How do I create and destroy an actor without having to end up with more actors than just one?
Now I have a new problem.
I tried implementing a one second delay to the ability (Unit uses ability, does burrow animation, disappears. One Second later unit appears, and unburrows at the ability target location).
When I try to create the actors upon the start or stop of the teleport effect (Which occurs one second after the Persistent effect which is launched from the ability), it says that I cannot create an Actor outside of a unit's actor scope (Oh you silly silly editor).
When I try to use a Timer (With a one second delay) upon Ability.FinishStart and a Create upon TimerExpired (With the TimerName term with the correct timer name), the actors (Unit models) never appear again.
Does the actor editor not work for abilities? I have no idea what I am doing wrong.
You can overcome this issue with the host for properties field to a certain extent in that you can link and effect in the ability tree to be used for finding the correct actor. An example is in my walker demo map where I get the model created on impact to be known as part of the creating actor.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg