I have a little problem here:
I triggered myself a little weapons-system and now I want units hit to have blood effects (blood that splats on the ground behind them).
In Wc3 I'd use doodads for that, but in SC2 there is no API for creating doodads o0 There is neither an API for creating special effects, if I'm not wrong.
Any idea on other ways to make blood splats on the ground?
PS: The damage is triggered, so there is no actually unit shooting.
If you can find a good actor for blood splatters (I have not really looked at the actors) then you should be able to set up the actor's events so that it appears whenever a certain effect occurs. Then you can just make a behavior that uses the effect periodically, and add the behavior to the unit with a trigger.
Just an idea. Sorry if this doesn't help much! I may take a look at the actors later and see if I can get something decent working.
Yea there are a couple of nice blood effects, but attaching them to the unit has 2 drawbacks:
1st) it moves with the unit - which is kind of stupid. To understand this it might be good to know how the blood actually looks like:
Logically the blood should stick to the ground :p
2nd) I don't think I have control of the angle the blood is spawned in. As you can see on the image the blood is shet to the opposite direction the bullet came from.
I have tried using a unit with the blood splat as a model, but because of some reason the unit shows fine in the editor, but it doesn't appear in-game :(
Ok, try adding one more step. You have the actor associated with a certain effect, and you gave the unit a behavior that periodically applies the effect right?
Instead, have the behavior periodically apply a "Create Persistent" effect, and have the Persistent effect use the effect that is associated with your blood splatter. I'm HOPING that the blood splatter will then stick to the location of the Persistent perfect, and that the Persistent won't follow the unit around. I'm not sure though.
I'm not really too good with actors. If you can tell me which model you are using and what events you set up, I'll play with it some.
The way I've applied the blood splat in the picture with the marine was through triggers. (Attach actor to unit).
I'm not very experienced with the Data Editor yet, so I barely get anything done with it.
I can only theorize here, but even if the persistent effect would stay at one place, it wouldn't disappear again I guess. After a couple of hundred kills that might clogg up the engine pretty much.
Persistent Effects can expire.
As long as the actor events are set up properly, the model will be removed when it is "oprhaned" by the persistent effect expiring. I'm going to go ahead and give this a try and let you know how it works.
I got it to work, sort of. I copied the damage effect of Nuke Explode and took out all of the damage, then I copied the actor for Nuke Explode and changed it to the blood splatter and took out the sound (supposedly), and gave some of my units behaviors which cause them to periodically "Nuke Explode" themselves. The blood splatter appears, does not follow the unit, and fades away after a rather short duration. The only issue is that the Nuke sound is still playing, I don't know why.
The other issue is that the splatter is always facing the same direction (South). If we used a different splatter, it might look okay in spite of the lack of rotation. I'm sure there is a better way than what I'm doing though... I'm just not good enough with Actors to really know where to start.
I have a little problem here: I triggered myself a little weapons-system and now I want units hit to have blood effects (blood that splats on the ground behind them).
In Wc3 I'd use doodads for that, but in SC2 there is no API for creating doodads o0 There is neither an API for creating special effects, if I'm not wrong.
Any idea on other ways to make blood splats on the ground?
PS: The damage is triggered, so there is no actually unit shooting.
If you can find a good actor for blood splatters (I have not really looked at the actors) then you should be able to set up the actor's events so that it appears whenever a certain effect occurs. Then you can just make a behavior that uses the effect periodically, and add the behavior to the unit with a trigger.
Just an idea. Sorry if this doesn't help much! I may take a look at the actors later and see if I can get something decent working.
Yea there are a couple of nice blood effects, but attaching them to the unit has 2 drawbacks:
1st) it moves with the unit - which is kind of stupid. To understand this it might be good to know how the blood actually looks like:
Logically the blood should stick to the ground :p
2nd) I don't think I have control of the angle the blood is spawned in. As you can see on the image the blood is shet to the opposite direction the bullet came from.
I have tried using a unit with the blood splat as a model, but because of some reason the unit shows fine in the editor, but it doesn't appear in-game :(
Ok, try adding one more step. You have the actor associated with a certain effect, and you gave the unit a behavior that periodically applies the effect right?
Instead, have the behavior periodically apply a "Create Persistent" effect, and have the Persistent effect use the effect that is associated with your blood splatter. I'm HOPING that the blood splatter will then stick to the location of the Persistent perfect, and that the Persistent won't follow the unit around. I'm not sure though.
I'm not really too good with actors. If you can tell me which model you are using and what events you set up, I'll play with it some.
The model I am using is
Assets\Effects\Zerg\BloodImpactSmear\BloodImpactSmear.m3
The way I've applied the blood splat in the picture with the marine was through triggers. (Attach actor to unit). I'm not very experienced with the Data Editor yet, so I barely get anything done with it.
I can only theorize here, but even if the persistent effect would stay at one place, it wouldn't disappear again I guess. After a couple of hundred kills that might clogg up the engine pretty much.
@s3rius: Go
Persistent Effects can expire. As long as the actor events are set up properly, the model will be removed when it is "oprhaned" by the persistent effect expiring. I'm going to go ahead and give this a try and let you know how it works.
I'd be very grateful for this. I'm still trying to get working with dummy units, but to no avail yet.
I got it to work, sort of. I copied the damage effect of Nuke Explode and took out all of the damage, then I copied the actor for Nuke Explode and changed it to the blood splatter and took out the sound (supposedly), and gave some of my units behaviors which cause them to periodically "Nuke Explode" themselves. The blood splatter appears, does not follow the unit, and fades away after a rather short duration. The only issue is that the Nuke sound is still playing, I don't know why.
The other issue is that the splatter is always facing the same direction (South). If we used a different splatter, it might look okay in spite of the lack of rotation. I'm sure there is a better way than what I'm doing though... I'm just not good enough with Actors to really know where to start.