I have a poison spell in my game, and I'm trying to make it so the unit has green tint effect while he has the debuff. How would I do this? I tried making an actor, and under the events+ I did set unit tint to green but it didn't seem to do what I thought. Also this is a melee spell and I would like it so when I click the ability and target the enemy, I swipe/punch at him, this also is not happening
For the green effect, you could make a trigger like this
Poison tint
Events
Unit - Any Unit uses Poison at Generic6 - Complete stage (Ignore shared abilities)
Local Variables
Conditions
Actions
Actor - Send actor message (Set Tint Color (0%, 100%, 0%) with HDR 1.0 over 0.0 seconds) to main actor of unit (Triggering ability target unit)
General - Wait 5.0 Game Time seconds
General - If (Conditions) then do (Actions) else do (Actions)
If
((Triggering ability target unit) has Poisioned) == true
Then
General - Wait 0.5 Game Time seconds
General - If (Conditions) then do (Actions) else do (Actions)
If
((Triggering ability target unit) has Poisioned) == true
Then
General - Skip remaining actions
Else
Else
Actor - Send actor message (Set Tint Color (100%, 100%, 100%) with HDR 1.0 over 0.0 seconds) to main actor of unit (Triggering ability target unit)
The extra 0.5 sec wait is just because the buff duration is 5 sec, and im not sure if i can be sure that it is always over when the trigger has waited 5 sec.
As for the attack animation. Add an event for the actor of the caster:
Cool thanks the tinting works perfect. However I tried to change the color of the model "crystals" to make them green instead of blue so it looks like poison that didn't work dunno why, but that don't matter to much my unit is tinting green like I wanted, that was just something I saw him add, and wanted to try to turn it green but it didn't seem to work.
However my 2nd question still isn't 100% solved, he kinda showed this is the video which helped but didn't fix it 100%. For my attack animation that happens when I do my spell (he did spell animation on cast), it plays (woohoo) but it stays on a little to long, Right now I'm just using a ghost since I always make my custom spells in 1 mod then just import them into my map later. What's happening is I tell my ghost to do this ability, and he does his attack animation like he should(holds his gun out and fires) but then his gun is stuck out for a few seconds, even if I move he just don't move his feet and he looks weird with his gun pointing out, I tried changing the blend time from -1 to other #s and changing the flags to full match, or changing the time type to duration but nothing seems to work
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I have a poison spell in my game, and I'm trying to make it so the unit has green tint effect while he has the debuff. How would I do this? I tried making an actor, and under the events+ I did set unit tint to green but it didn't seem to do what I thought. Also this is a melee spell and I would like it so when I click the ability and target the enemy, I swipe/punch at him, this also is not happening
For the green effect, you could make a trigger like this
Poison tint
Events
Unit - Any Unit uses Poison at Generic6 - Complete stage (Ignore shared abilities)
Local Variables
Conditions
Actions
Actor - Send actor message (Set Tint Color (0%, 100%, 0%) with HDR 1.0 over 0.0 seconds) to main actor of unit (Triggering ability target unit)
General - Wait 5.0 Game Time seconds
General - If (Conditions) then do (Actions) else do (Actions)
If
((Triggering ability target unit) has Poisioned) == true
Then
General - Wait 0.5 Game Time seconds
General - If (Conditions) then do (Actions) else do (Actions)
If
((Triggering ability target unit) has Poisioned) == true
Then
General - Skip remaining actions
Else
Else
Actor - Send actor message (Set Tint Color (100%, 100%, 100%) with HDR 1.0 over 0.0 seconds) to main actor of unit (Triggering ability target unit)
The extra 0.5 sec wait is just because the buff duration is 5 sec, and im not sure if i can be sure that it is always over when the trigger has waited 5 sec.
As for the attack animation. Add an event for the actor of the caster:
Abil.Poison.ScourceCastStart
Anim Pllay Attack Attack
@threeleven: Go I know if you look at OneTwo's frostbolt tutorial, he explains how to make a debuff assign a tint color.
@voodude2008: Go
Cool thanks the tinting works perfect. However I tried to change the color of the model "crystals" to make them green instead of blue so it looks like poison that didn't work dunno why, but that don't matter to much my unit is tinting green like I wanted, that was just something I saw him add, and wanted to try to turn it green but it didn't seem to work.
However my 2nd question still isn't 100% solved, he kinda showed this is the video which helped but didn't fix it 100%. For my attack animation that happens when I do my spell (he did spell animation on cast), it plays (woohoo) but it stays on a little to long, Right now I'm just using a ghost since I always make my custom spells in 1 mod then just import them into my map later. What's happening is I tell my ghost to do this ability, and he does his attack animation like he should(holds his gun out and fires) but then his gun is stuck out for a few seconds, even if I move he just don't move his feet and he looks weird with his gun pointing out, I tried changing the blend time from -1 to other #s and changing the flags to full match, or changing the time type to duration but nothing seems to work