There are 2 abilities I really need help getting to work, as well as 1 ability that I can't get the artwork to work properly on.
1. I want an ability that hits units directly in front of the caster, dealing damage and knocking them back.
2. More complicated - I want an ability that makes the unit immune to damage for 5 seconds, but then takes the damage all at once x1.25 at the end of the duration.
3. I need help getting a buff actor to properly show up on a target.
2.) I'm not sure how easily this could be done in data: honestly I can only think of a good way to do it via triggers, and even then it'd be limited... there's a default behavior for invulnerability, it sets the incoming damage fraction to 0. The trick is counting the damage that would have been done.
3.) Explain more about your buff actor? If you had an continuous animation, like terran burning building effect, you can go into the event list for that actor and add Behavior.YourBehavior.On : Create, and Behavior.YourBehavior.Off : Destroy.
I'm having a terrible time getting buff effects specifically. If I want a roar ability that slows nearby enemies, the enemies need some sort of effect on them to show they are slowed. I have the AoE slow working properly, but I cannot get a buff to appear properly.
Create an Actor called RoarSlowBuff or something, Actor Type: Model, Based On: Model Animation Style Continuous. In the Actor Events + field, create the following actor events
Behavior.YourBehavior.On
Create
Behavior.YourBehavior.Off
Destroy
and remove any others that might be there by default, like
ActorOrphan
Destroy
You only need the first 2 Events.
Just choose the proper Art - Model in the Actor. and it should show up on the affected units that have the Slow Behavior.
You might also want to modify the Hosting - Host Site Operations + field of the actor to something like SOpAttachOverhead. This changes the general position of where the buff animation will play... if you select SOpAttachCenter or SOpAttachOrigin, it will play it at the unit's center/feet, depending on the unit's attachment points. Best bet: SOpAttachOverhead.
Wow, thanks for the response! That helped a LOT! :D
Edit: It doesn't seem to be working. I am trying to use the battlecruiser defensive matrix effect.
Also, random question... When I increase the knockback amount on my ability, it doesn't increase the knockback strength. The ability appears unchanged. Any ideas?
Also, how do you allow knocking down cliffs, but not up?
You set the model on that actor for the buff, yeah? You're sure your behavior is on? :) I do the exact same thing he mentioned, works great for me.
The force amount doesn't seem to do jack. THe work around is to create a persistent which applies the force repeatedly for an amount of time, so that units will continue to move out of the area. I think the tutorial I linked does it that way, and I as well have had to do that. Also be sure to lift units before pushing them, but again, in the tutorial...
There are 2 abilities I really need help getting to work, as well as 1 ability that I can't get the artwork to work properly on.
1. I want an ability that hits units directly in front of the caster, dealing damage and knocking them back.
2. More complicated - I want an ability that makes the unit immune to damage for 5 seconds, but then takes the damage all at once x1.25 at the end of the duration.
3. I need help getting a buff actor to properly show up on a target.
@ShadowDestroyer: Go
1.) push/pull effects: http://forums.sc2mapster.com/resources/tutorials/9021-data-force-effects-intermediate-difficulty/ . You can do a search area and make cone searches for 'units in front of the caster.' You'll probably need to make a persistent with a search effect with the same cone that applies the force for what you're looking for.
2.) I'm not sure how easily this could be done in data: honestly I can only think of a good way to do it via triggers, and even then it'd be limited... there's a default behavior for invulnerability, it sets the incoming damage fraction to 0. The trick is counting the damage that would have been done.
3.) Explain more about your buff actor? If you had an continuous animation, like terran burning building effect, you can go into the event list for that actor and add Behavior.YourBehavior.On : Create, and Behavior.YourBehavior.Off : Destroy.
@sdragoon7: Go
I'm having a terrible time getting buff effects specifically. If I want a roar ability that slows nearby enemies, the enemies need some sort of effect on them to show they are slowed. I have the AoE slow working properly, but I cannot get a buff to appear properly.
Thanks for your help, I appreciate it a ton.
@ShadowDestroyer: Go
Create an Actor called RoarSlowBuff or something, Actor Type: Model, Based On: Model Animation Style Continuous. In the Actor Events + field, create the following actor events
and remove any others that might be there by default, like
You only need the first 2 Events.
Just choose the proper Art - Model in the Actor. and it should show up on the affected units that have the Slow Behavior.
You might also want to modify the Hosting - Host Site Operations + field of the actor to something like SOpAttachOverhead. This changes the general position of where the buff animation will play... if you select SOpAttachCenter or SOpAttachOrigin, it will play it at the unit's center/feet, depending on the unit's attachment points. Best bet: SOpAttachOverhead.
@BorgDragon: Go
Wow, thanks for the response! That helped a LOT! :D Edit: It doesn't seem to be working. I am trying to use the battlecruiser defensive matrix effect.
Also, random question... When I increase the knockback amount on my ability, it doesn't increase the knockback strength. The ability appears unchanged. Any ideas?
Also, how do you allow knocking down cliffs, but not up?
@ShadowDestroyer: Go
You set the model on that actor for the buff, yeah? You're sure your behavior is on? :) I do the exact same thing he mentioned, works great for me.
The force amount doesn't seem to do jack. THe work around is to create a persistent which applies the force repeatedly for an amount of time, so that units will continue to move out of the area. I think the tutorial I linked does it that way, and I as well have had to do that. Also be sure to lift units before pushing them, but again, in the tutorial...
@sdragoon7: Go
Lifting does not actually enable knocking down cliffs though.
And yes, I am sure the buff is working, as it shows in his command card and is properly being slowed.
@ShadowDestroyer: Go
Hey guys, I really need help figuring out how to get buff effects working. I tried the above suggestion, but nothing happens.
The buff definitely applies and I have tried several attachment points.