If you want it to fire during a specific point during an ability, they have a few options for this.
The situation I can best explain would be like this:
You have a launch missile ability
You want to make an explosion once the missile hits its target
All you have to do is set the event to activate during the "Launch Missile Impact" Effect. and it won't render the actor until the impact effect is started.
I want to do stuff to the Button, and range indicators ect..
I want to have the range indicator show when the player hovers over the button, and continue to show while the player selects the target location, then have the range indicator disappear only once they confirm the cast.
Im using the Events+ entries in my Range Indicator to do this. The On Hover portion works but the range indicator disappears as soon as I click the button rather than after I select a target location.
This is why I need to know the order of Stages.
That said, I found a Progress Buttons+ entry in the ability, so I can find out that way.
There are things called cursor splats. Take a look at some of the abilities that are area of effect like sentry force field. That might help you with something like that. You can place a cursor effect on an ability that will show a cursor splat when the ability is hovered over. So I would recommend looking at some of those.
At the time I was using Abil.Ability.Cursor to spawn it.
I thought I could use the Search Area Effect to point it to the caster, but that didn't work.
I just got it working tho.
It was WAAAAY simpler than I imagined. lol XD
No need to attach to the cursor effect at all.
All I did was set up the following Actor Event tree:
Abil.HCDroneRocketBarrage.ButtonHoverOn
-Create
Abil.HCDroneRocketBarrage.ButtonHoverOff
-Destroy Abil.HCDroneRocketBarrage.TargetOn
-Create Abil.HCDroneRocketBarrage.TargetOff
-Destroy
It doesn't display at first if the cursor is on the HUD, but once the cursor moves into the actual world space it spawns and remains there until targeting is done.
(haven't tested Canceling Targeting yet)
EDIT:
Canceling works fine. ;)
Gotta say SC2's music is great for enhancing that "feel good" feeling you get when you accomplish something at the tail end of some extended frustration. XD
Im trying to set up an Actor Event based on a particular point in an Abilities sequence, but I don't know in what order they are fired.
Does anyone know this?
If you want it to fire during a specific point during an ability, they have a few options for this.
The situation I can best explain would be like this:
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I don't want to fire anything.
I want to do stuff to the Button, and range indicators ect..
I want to have the range indicator show when the player hovers over the button, and continue to show while the player selects the target location, then have the range indicator disappear only once they confirm the cast.
Im using the Events+ entries in my Range Indicator to do this. The On Hover portion works but the range indicator disappears as soon as I click the button rather than after I select a target location.
This is why I need to know the order of Stages.
That said, I found a Progress Buttons+ entry in the ability, so I can find out that way.
There are things called cursor splats. Take a look at some of the abilities that are area of effect like sentry force field. That might help you with something like that. You can place a cursor effect on an ability that will show a cursor splat when the ability is hovered over. So I would recommend looking at some of those.
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Want data assets? Click Here
Order found.
Turns out the stage related entries are apparently already listed in the order they are called. :P
The only ones Im unsure of(their buttons did not display) are Approach, Wait, and Bail.
But considering the context and the fact that the other Stages match I think its a safe bet to assume they are listed in order.
EDIT: I got the range indicator to work by adding it to an effect set with my target Point Cursor.
EDIT2: Nvm. That just put the Range indicator at the target point. Even when I set ALL the location points to Caster. :/
@ your edit 2, is the actor event itself set to spawn at source?
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At the time I was using Abil.Ability.Cursor to spawn it.
I thought I could use the Search Area Effect to point it to the caster, but that didn't work.
I just got it working tho.
It was WAAAAY simpler than I imagined. lol XD
No need to attach to the cursor effect at all.
All I did was set up the following Actor Event tree:
Abil.HCDroneRocketBarrage.ButtonHoverOn
-Create
Abil.HCDroneRocketBarrage.ButtonHoverOff
-Destroy
Abil.HCDroneRocketBarrage.TargetOn
-Create
Abil.HCDroneRocketBarrage.TargetOff
-Destroy
It doesn't display at first if the cursor is on the HUD, but once the cursor moves into the actual world space it spawns and remains there until targeting is done.
(haven't tested Canceling Targeting yet)
EDIT:
Canceling works fine. ;)
Gotta say SC2's music is great for enhancing that "feel good" feeling you get when you accomplish something at the tail end of some extended frustration. XD