Every unit has a buff that triggers an apply behavior effect when it gets killed on the killing unit. Now I wanted to visualise this so when a unit kills another and therefore gets the behavior, it gets indicated visually. For this I created an actor (ModelAnimationStyleOneshot) that triggers when the killing unit gets the behavior.
Alright now my problem: If the killing unit kills a unit that already has the behavior (because the unit being killed already killed another earlier), then the actor triggers also on the killed unit. But I want the actor to be shown only on the killing unit; not the unit being killed - in general: only if a unit gets a kill; not when a unit dies.
There must be an obvious reason behind the way I setted this up, but I don't understand it right now :O
Sounds like you found a solution. It sounded like the behavior was being applied to the dying unit a second time, so my thoughts were stop it from being applied that second time. So using a validator on the effect that applies the behavior to check if it already has it.
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Every unit has a buff that triggers an apply behavior effect when it gets killed on the killing unit. Now I wanted to visualise this so when a unit kills another and therefore gets the behavior, it gets indicated visually. For this I created an actor (ModelAnimationStyleOneshot) that triggers when the killing unit gets the behavior.
Alright now my problem: If the killing unit kills a unit that already has the behavior (because the unit being killed already killed another earlier), then the actor triggers also on the killed unit. But I want the actor to be shown only on the killing unit; not the unit being killed - in general: only if a unit gets a kill; not when a unit dies.
There must be an obvious reason behind the way I setted this up, but I don't understand it right now :O
Maybe there is a flag I have to set on the actor.
Tried adding an At term before the Create actor event action?
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
In reply to DrSuperEvilGamepedia:
It starts with a BehaviorLevel event and there's no At term available unfortunately - but maybe another term ?
Oh I think I got it now. Just changed the event to an EffectStart and added a term AtTargetOuter.
Thank you Dr
Sounds like you found a solution. It sounded like the behavior was being applied to the dying unit a second time, so my thoughts were stop it from being applied that second time. So using a validator on the effect that applies the behavior to check if it already has it.