hi guys,
Im currently running into a bit of a problem with a map im trying to make.
Im trying to make a cursor effect you would get if you use an unit ability manually (for example the Nuke indicator from the ghost) but by firing the ability from an dialog button/trigger.
I know this has already been tried lots of time without to much success in the past judging from the searches i did.
However i nearly got it the way i want it, or at least as close as i can get.
However there are a few problems that im battling with.
1 of them is that i cant manage to limit the time an animation runs.
Basicly im having a mouse move trigger with some other triggers hooked up to it that spawn a splat actor at the mouse location.
However at the moment the animation for the splat or whatever animation i use runs its full cycle and will give of a trail like display (see pic)
So now my question, could anyone maybe explain how to set up an actor event for this?
currently the effect is being spawned by this line: (all the rest is pretty much just a mouse move rigged up to a timer)
Actor - Create actor Ghost Nuke Indicator Copy at point mouseposition[0]
but i cant find anything on running actor events from trigger events.
Ive also tried all the stuff i found on the forums, changing the time settings, using timers, trying the different triggers (in the action event editor) with different settings but nothing got it to work.
It either doesn't run at all, stays on forever leaving a permanent trail of the image or just fades slowly giving a laggish trail fade behind my cursor.
Or has blizzard perhaps provided another way to execute unit abilities (from a selected unit) that does include the mouse cursor effect like you would get if clicking the button?
I would greatly appreciate it if anyone could help me find the solution, or even point me in the right direction.
I believe it is not possible to setup the Actor Events+ to run certain events from triggers.
So basically your trigger keeps 'firing' repeatedly, so it creates a new Actor every time you move the mouse...
my only idea for you, since you use triggers, is maybe to seek help in the trigger forum?
I don't know much myself, but there should be a some kind of way to tell the trigger to only create 1 at mouse position and then move the actor to follow your mouse point.
Like
if DialogButton pressed & actor not detected; create
if actor is detected; stop create actor trigger & move actor to mouse point
As you can tell I do not do triggers at all, but from what I understand this should be possible in some fashion.
Again, make a post in the Trigger forum or PM a Mod to have the thread moved?
hmm yeah, guess i could do that, see if they know anything more about it.
Looked myself but couldn't really find anything directly useful to move an already existing actor.
Tried this first actually, then i tried coming up with a way to delete the old one and have it spawn a new one in its place at the new location.
But again couldn't really find anything useful, perhaps with an kill actor scope but cant find anywhere how to use it.
So i though of trying to manipulate the animation to reduce the time the animation loops.
I actually got this to work now, as long as i use the birth animation of the AoE animations i wanna use, they aren't animated and will let me control how long they live.
Anyway, thanks for the reply, not at least i know that way wont work the way i want it.
Wished blizz could give us some more controls over some stuff like unit abilities, command cards, per player unit visibility and cursors.
could you perhaps make an example of this?
my knowledge of actor events is still quite limited atm so i dont really understand what you mean so i would rlly appreciate and example.
it does sound more or less like what i wanted to do with the actor following the mouse.
the cursor events are for when your cursor is over a unit.... its the unit actor being cursor'd.... this in no way will help you with your trigger...
what you should do it create a dummy unit with your "trigger" from this dummy unit you
you click Dialog button
MouseCord trigger is turned on (waiting for player to click map)
create splat actor for visual representation
while the Mouse Corder trigger is in a "wait for condition loop" it can update the position of the splat actor as the mouse is moved around
Player clicks
MouseCord trigger (creates dummy unit)
Dummy units actor takes over
dummy unit is possibly given specific orders based on the dialog button that was clicked... this would require some kind of global variable that holds what dialog button that the player had clicked last
MouseCord trigger turns itself off
this may be a little hacky but it should get the job done...
you would need to add additional logic to prevent the player from settting off the click detetion on UI buttons and dialogs and such..
Actually you can get a model created on the cursor with Ability.(abilityname).Cursor>Create but it only follows the cursor as long as you are aiming the ability, casting or canceling stops it from following your cursor.
Actually you can get a model created on the cursor with Ability.(abilityname).Cursor>Create but it only follows the cursor as long as you are aiming the ability, casting or canceling stops it from following your cursor.
yeah ... but i dont believe you can do that from a trigger/ dialog button which is what he is doing.... thats if your queing up an ability from a unit.... hes trying to re-create that functionality with a trigger. Re-read his first post....
well my opjective was trigger related but what i asked as about the actor event.
Anyway, i kinda solved it in a not to bad way by making an spawning a unit with the cursor effect model i wanted to use with max possible speed settings.
Flag him as both Cloaked and Burrowed (if only cloaked the model gets messed up by the cloakblur, setting burrowing on top of this overwrites the cloak blur but still hides your unit) and having move to my cursor location using the mouse moved event.
The mousemoved trigger turns itself of again once a mouse clicked triggers gets activated, and that one turns of once its done running once.
Both of those triggers get activated by a dialog so they dont impact the performance (and if they do for a bit its only for a few seconds).
Also made him fly instead of walk so you can hover outside of the ground limit (spacemap) without the unit freaking out at the edge.
The result is quite nice for such a work around imo.
It does lag a bit behind the mouse because of the unit actually having a delay before it moves (with fast mouse movement) but overall im quite happy with the result.
I also tried spawning a new unit at the mouse location and killing the old one once it moved but because of the time the "corps"/ animation fades you get trailing again.
If anyone is interested in my work around i could post an example map.
It could be nice for someone wanting an indicator to run from a dialog like i wanted.
well thats kinda why I was saying to just creat an "actor" and move that around instead of a unit... it should speed up proformance and look better. And use the "dummy unit" dummy units are generally "invisible" for when you actually click.... and do something... if you need the unit there to make an effect work correctly or something.
Well i cant find how to move an actors D:
If u could make me an example i would rlly appreciate it on that one as i really cant find how to move an actor on its own.
hi guys, Im currently running into a bit of a problem with a map im trying to make.
Im trying to make a cursor effect you would get if you use an unit ability manually (for example the Nuke indicator from the ghost) but by firing the ability from an dialog button/trigger. I know this has already been tried lots of time without to much success in the past judging from the searches i did.
However i nearly got it the way i want it, or at least as close as i can get. However there are a few problems that im battling with.
1 of them is that i cant manage to limit the time an animation runs. Basicly im having a mouse move trigger with some other triggers hooked up to it that spawn a splat actor at the mouse location. However at the moment the animation for the splat or whatever animation i use runs its full cycle and will give of a trail like display (see pic)
http://img821.imageshack.us/img821/255/trail.png
So now my question, could anyone maybe explain how to set up an actor event for this? currently the effect is being spawned by this line: (all the rest is pretty much just a mouse move rigged up to a timer)
Actor - Create actor Ghost Nuke Indicator Copy at point mouseposition[0]
but i cant find anything on running actor events from trigger events. Ive also tried all the stuff i found on the forums, changing the time settings, using timers, trying the different triggers (in the action event editor) with different settings but nothing got it to work.
It either doesn't run at all, stays on forever leaving a permanent trail of the image or just fades slowly giving a laggish trail fade behind my cursor.
Or has blizzard perhaps provided another way to execute unit abilities (from a selected unit) that does include the mouse cursor effect like you would get if clicking the button?
I would greatly appreciate it if anyone could help me find the solution, or even point me in the right direction.
no one? =/
any information about actor events that explains that stuff in there is welcome.
@DragonGuard1989: Go
I believe it is not possible to setup the Actor Events+ to run certain events from triggers.
So basically your trigger keeps 'firing' repeatedly, so it creates a new Actor every time you move the mouse...
my only idea for you, since you use triggers, is maybe to seek help in the trigger forum?
I don't know much myself, but there should be a some kind of way to tell the trigger to only create 1 at mouse position and then move the actor to follow your mouse point.
Like
if DialogButton pressed & actor not detected; create
if actor is detected; stop create actor trigger & move actor to mouse point
As you can tell I do not do triggers at all, but from what I understand this should be possible in some fashion.
Again, make a post in the Trigger forum or PM a Mod to have the thread moved?
@BorgDragon: Go
hmm yeah, guess i could do that, see if they know anything more about it.
Looked myself but couldn't really find anything directly useful to move an already existing actor. Tried this first actually, then i tried coming up with a way to delete the old one and have it spawn a new one in its place at the new location. But again couldn't really find anything useful, perhaps with an kill actor scope but cant find anywhere how to use it.
So i though of trying to manipulate the animation to reduce the time the animation loops. I actually got this to work now, as long as i use the birth animation of the AoE animations i wanna use, they aren't animated and will let me control how long they live.
Anyway, thanks for the reply, not at least i know that way wont work the way i want it. Wished blizz could give us some more controls over some stuff like unit abilities, command cards, per player unit visibility and cursors.
Under the ability actor event there is the cursor function, that can create stuff on the cursor.
There is the one site operation (forget the exact name) that follows your cursor.
Under actor events you can link events to Signal and I believe there is a send signal trigger eg. streetlight doodad 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
@DrSuperEvil: Go
could you perhaps make an example of this? my knowledge of actor events is still quite limited atm so i dont really understand what you mean so i would rlly appreciate and example.
it does sound more or less like what i wanted to do with the actor following the mouse.
The Splat actor for the 330mmBarrageCannonsCursorSplat is an example of one where the model is created on the cursor.
The site operations of the (Basic) type might be what you want.
The Cable Light actor uses signals.
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
@DrSuperEvil: Go
the cursor events are for when your cursor is over a unit.... its the unit actor being cursor'd.... this in no way will help you with your trigger...
what you should do it create a dummy unit with your "trigger" from this dummy unit you
this may be a little hacky but it should get the job done...
you would need to add additional logic to prevent the player from settting off the click detetion on UI buttons and dialogs and such..
good luck
Actually you can get a model created on the cursor with Ability.(abilityname).Cursor>Create but it only follows the cursor as long as you are aiming the ability, casting or canceling stops it from following your cursor.
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
yeah ... but i dont believe you can do that from a trigger/ dialog button which is what he is doing.... thats if your queing up an ability from a unit.... hes trying to re-create that functionality with a trigger. Re-read his first post....
this should really be in the trigger forum...
@SouLCarveRR: Go
well my opjective was trigger related but what i asked as about the actor event.
Anyway, i kinda solved it in a not to bad way by making an spawning a unit with the cursor effect model i wanted to use with max possible speed settings. Flag him as both Cloaked and Burrowed (if only cloaked the model gets messed up by the cloakblur, setting burrowing on top of this overwrites the cloak blur but still hides your unit) and having move to my cursor location using the mouse moved event.
The mousemoved trigger turns itself of again once a mouse clicked triggers gets activated, and that one turns of once its done running once. Both of those triggers get activated by a dialog so they dont impact the performance (and if they do for a bit its only for a few seconds).
Also made him fly instead of walk so you can hover outside of the ground limit (spacemap) without the unit freaking out at the edge.
The result is quite nice for such a work around imo. It does lag a bit behind the mouse because of the unit actually having a delay before it moves (with fast mouse movement) but overall im quite happy with the result. I also tried spawning a new unit at the mouse location and killing the old one once it moved but because of the time the "corps"/ animation fades you get trailing again.
If anyone is interested in my work around i could post an example map. It could be nice for someone wanting an indicator to run from a dialog like i wanted.
@DragonGuard1989: Go
well thats kinda why I was saying to just creat an "actor" and move that around instead of a unit... it should speed up proformance and look better. And use the "dummy unit" dummy units are generally "invisible" for when you actually click.... and do something... if you need the unit there to make an effect work correctly or something.
@SouLCarveRR: Go
Well i cant find how to move an actors D: If u could make me an example i would rlly appreciate it on that one as i really cant find how to move an actor on its own.
@DragonGuard1989: Go
pretty sure you can save the "last created actor" to a variable and then update its position....