I am making an ability called Avatar that will increase the size of the unit, damage dealt, and armor. I have the armor and damage down with modification + in the behavior menu. I do not however know how to increase the size of the unit when this ability, or behavior, is casted. Any help would be appreciated.
Either use an actor morph (to switch between two actors when the ability is cast / runs out) or use a very simple trigger such as:
event - ability Avatar is used
action - set (triggering unit) scale to 150%, 150%, 150% of its original size
wait (duration of ability) seconds
set (triggering unit) scale to 100%, 100%, 100% of its original
Find Actor for the avatar hero - Events[ Behavior {Avatar (name of your buff)} - On] - Term[ Set Scale 1.5,1.5,1.5 - Blend time 1 seconds looks nice IMO]
Find Actor for the avatar hero - Events[ Behavior {Avatar (name of your buff)} - Off] - Term[ Set Scale 1,1,1 - Blend time 0.5 seconds looks nice]
And yes you have to do it for every hero that has avatar ability. sighz
Well Blizzard had to do actor stop animation for phoenix graviton beam for every ground unit. XP
EDIT: Nevermind I found an easier way.
Make a new actor, target as _Unit
A new Actor for the avatar hero - Events[ Behavior {Avatar (name of your buff)} - Create] - Term[ Set Scale 1.5,1.5,1.5 - Blend time 1 seconds looks nice IMO]
The new Actor for the avatar hero - Events[ Behavior {Avatar (name of your buff)} - Off] - Term[ Set Scale 1,1,1 - Blend time 0.5 seconds looks nice]
The new Actor for the avatar hero - Events[ Behavior {Avatar (name of your buff)} - Off] - Destroy
For both terms use write _Unit as target. Should work ^^
Thank you for this. This has completly opened my eyes to how things work inside the editor now. Well maybe not completly but it has helped alot
But 1 question. How would I set the scaled based on a variable. Say I want the scale to be based on how much health the unit has.
@zifoon: Go
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I am making an ability called Avatar that will increase the size of the unit, damage dealt, and armor. I have the armor and damage down with modification + in the behavior menu. I do not however know how to increase the size of the unit when this ability, or behavior, is casted. Any help would be appreciated.
-ILoveZerg
Maybe create a separate model, and change the model with triggers when the ability is activated?
I am not sure if that would work as I have tried it, but its an idea at least.
@nickkelbackk: Go
Either use an actor morph (to switch between two actors when the ability is cast / runs out) or use a very simple trigger such as:
event - ability Avatar is used
action - set (triggering unit) scale to 150%, 150%, 150% of its original size
wait (duration of ability) seconds
set (triggering unit) scale to 100%, 100%, 100% of its original
Or use the data editor
Find Actor for the avatar hero - Events[ Behavior {Avatar (name of your buff)} - On] - Term[ Set Scale 1.5,1.5,1.5 - Blend time 1 seconds looks nice IMO]
Find Actor for the avatar hero - Events[ Behavior {Avatar (name of your buff)} - Off] - Term[ Set Scale 1,1,1 - Blend time 0.5 seconds looks nice]
And yes you have to do it for every hero that has avatar ability. sighz
Well Blizzard had to do actor stop animation for phoenix graviton beam for every ground unit. XP
EDIT: Nevermind I found an easier way.
Make a new actor, target as _Unit
A new Actor for the avatar hero - Events[ Behavior {Avatar (name of your buff)} - Create] - Term[ Set Scale 1.5,1.5,1.5 - Blend time 1 seconds looks nice IMO]
The new Actor for the avatar hero - Events[ Behavior {Avatar (name of your buff)} - Off] - Term[ Set Scale 1,1,1 - Blend time 0.5 seconds looks nice]
The new Actor for the avatar hero - Events[ Behavior {Avatar (name of your buff)} - Off] - Destroy
For both terms use write _Unit as target. Should work ^^
Thank you for this. This has completly opened my eyes to how things work inside the editor now. Well maybe not completly but it has helped alot But 1 question. How would I set the scaled based on a variable. Say I want the scale to be based on how much health the unit has. @zifoon: Go