How do you make an ability that makes the Zealot's weapon create an Impact animation?
Say, if I click this ability it gives additional damage, and also makes the Zealot's attack display a distortion effect upon impact.
Have you guys tried this one yet?
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Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Create an actor with the effect in question, modify it's Events field and create an Event of the type "Effect," choose the Damage Effect of the zealot weapon, and add a "ValidatePlayer" term. Use a validator that returns true if the player possesses the upgrade (make one if you have to).
The Actor Event, that Effect+start thing, where we added a term ValidateUnit, must also have a term At, with Caster.
Also, the HostSiteOperations must be given "SOpAttachCenter" or "SOpTargetPoint".
Tested some SO's but they didn't work. Perhaps, some other SO's can work better.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thanks MasterDinadan.
Edit:
Made the actor create the model when the attack Damage starts, but only if the validator is removed.
The validator is of type UnitBehaviorCount, and has fields:
Behavior: Zergund Enrage (this is the behavior of the ability "Zeal of the Akilae" which increases attack speed.)
greater than or equal to
and 1 as value.
At the actor event, I used what you specified. Effect, and added the term "ValidateUnit"
Used ValidateUnit instead of ValidatePlayer since I want the distortion animation to occur only when the ability's behavior is active (which is "Zergund Enrage").
Here's what I think:
- That ValidateUnit should work with a Validator like UnitBehaviorCount. My reason is that it's a unit validation, and then the validator is about that unit's behavior and the count of that behavior.
The issue is that:
If the validator is not there as a term in the events, the distortion happens. With the validator however, nothing happens.
As an additional note, the Unit already has a default impactFX for its attack, and what I'm looking to accomplish is this:
Without active ability: Normal stuff with it's impactFX.
When Ability is Active: Both the impactFX above and the added distortion are created.
I'm totally lost, and understanding how all these works, validators and such, will help a ton.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Create an actor with the effect in question, modify it's Events field and create an Event of the type "Effect," choose the Damage Effect of the zealot weapon, and add a "ValidatePlayer" term. Use a validator that returns true if the player possesses the upgrade (make one if you have to).
Edit: This has been solved.
The Actor Event, that Effect+start thing, where we added a term ValidateUnit, must also have a term At, with Caster.
Also, the HostSiteOperations must be given "SOpAttachCenter" or "SOpTargetPoint".
Tested some SO's but they didn't work. Perhaps, some other SO's can work better.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thanks MasterDinadan.
Edit:
Made the actor create the model when the attack Damage starts, but only if the validator is removed.
The validator is of type UnitBehaviorCount, and has fields:
Behavior: Zergund Enrage (this is the behavior of the ability "Zeal of the Akilae" which increases attack speed.) greater than or equal to and 1 as value.
At the actor event, I used what you specified. Effect, and added the term "ValidateUnit"
Used ValidateUnit instead of ValidatePlayer since I want the distortion animation to occur only when the ability's behavior is active (which is "Zergund Enrage").
Here's what I think: - That ValidateUnit should work with a Validator like UnitBehaviorCount. My reason is that it's a unit validation, and then the validator is about that unit's behavior and the count of that behavior.
The issue is that: If the validator is not there as a term in the events, the distortion happens. With the validator however, nothing happens.
As an additional note, the Unit already has a default impactFX for its attack, and what I'm looking to accomplish is this:
Without active ability: Normal stuff with it's impactFX. When Ability is Active: Both the impactFX above and the added distortion are created.
I'm totally lost, and understanding how all these works, validators and such, will help a ton.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.