I have a pylon that I am moving (sliding) across the screen. I want it to have some sorta of flame or effect that make it look like
it is moving fast, or even a particle cloud trail.
@BorgDragon: I love your quote! Abraham Lincoln is such a genius! xD
@BudSMoken: I'll describe how the high templar effect works. (All done inside the unit's main actor under events)
The event UnitMovementUpdate.Walk will fire when the unit starts moving. So this activates a timer which will expire and on expire create the effect model you want. Look at some fire or smoke doodad models, maybe you can you use them (adjust size, orientation,...)
Also on timer expiration you will need to restart the timer (there is no periodic timer in actors).
Finally, when the UnitMovementUpdate updates to "stand" you will need to kill the timer or the effect won't stop.
This is the easiest way of doing it. Another possibilty would be to create a behavior which periodically activates an effect. This effect creation could also be used to create an effect (=model actor). But keeping track of movement is still required in the actor.
Actually, if you want just plain normal fire, attach a "fire medium" model to it. The fire will create itself on the model, but each little piece of fire doesn't move from where it's created, so it'll leave a trail. Play around with animation speeds if you want the trail to be denser. Otherwise (or if it doesnt look alright), use the HT Shadow method.
Hey,
I have a pylon that I am moving (sliding) across the screen. I want it to have some sorta of flame or effect that make it look like it is moving fast, or even a particle cloud trail.
Any ideas how I can do this?
@BudSMoken: Go
Take a look at how High Templars have their shadows made when they move. Just choose your custom model or whatever, and then just swap it out.
@BorgDragon: I love your quote! Abraham Lincoln is such a genius! xD
@BudSMoken: I'll describe how the high templar effect works. (All done inside the unit's main actor under events)
The event UnitMovementUpdate.Walk will fire when the unit starts moving. So this activates a timer which will expire and on expire create the effect model you want. Look at some fire or smoke doodad models, maybe you can you use them (adjust size, orientation,...) Also on timer expiration you will need to restart the timer (there is no periodic timer in actors). Finally, when the UnitMovementUpdate updates to "stand" you will need to kill the timer or the effect won't stop.
This is the easiest way of doing it. Another possibilty would be to create a behavior which periodically activates an effect. This effect creation could also be used to create an effect (=model actor). But keeping track of movement is still required in the actor.
Actually, if you want just plain normal fire, attach a "fire medium" model to it. The fire will create itself on the model, but each little piece of fire doesn't move from where it's created, so it'll leave a trail. Play around with animation speeds if you want the trail to be denser. Otherwise (or if it doesnt look alright), use the HT Shadow method.
what is an example of a fire medium model?