Hi, I have 2 model actors which both are attached to an attack (so 2 different attacks) by using the events (
Field Banelauncher Splat
Events + {ActorOrphan|Effect.BanelauncherDamage.Start}|{|}|{Destroy|Create}
)
the thing is, one is the psi storm animation, and it just stays on the screen forever, how can i make it remove ITSELF after some time ?
the second animation is the baneling death animation, which does not even start to play! I'm getting a bunch of banelings sitting there at frame 0 of their death animation and they don't remove them selfs too of course...
edit:
I don't think I can trace this down yet. I have to make another one from scratch to avoid the clutter. I think using the Infestor's spawn infested terran's stuff will work best with this.
Okay, I'm trying to understand what you actually want to happen. Do you want the spore crawler to throw live banelings? By live I mean alive banelings like in melee?
Example, the sporecrawler will launch banelings eggs. The egg lands, the egg hatches, and then become baneling units, which then attack the targets?
Or do you simply want to have the baneling model as a projectile?
Knowing this will help a lot in what I'm suppose to be aiming for.
the banelings are not the problem... the projectile works as intended... I just want the baneling death animation on impact ( see banelauncher splat actor etc.)
Hi, I have 2 model actors which both are attached to an attack (so 2 different attacks) by using the events ( Field Banelauncher Splat Events + {ActorOrphan|Effect.BanelauncherDamage.Start}|{|}|{Destroy|Create} ) the thing is, one is the psi storm animation, and it just stays on the screen forever, how can i make it remove ITSELF after some time ? the second animation is the baneling death animation, which does not even start to play! I'm getting a bunch of banelings sitting there at frame 0 of their death animation and they don't remove them selfs too of course...
so... any ideas ?
have you tried making your actor's model a OneShotSpellFX or an ImpactFX?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
edit: yes tried it, the animation still doesnt play
Try this:
The first model (an impactFX) add it to the weapon actor's Impact Map+. The "none" one.
Then the second model as a separate OneShotSpellFX with an actor that has events:
Effect.<insert damage here>.start
Also, with your current setup, try to check if your events have the term "At Caster".
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go can is send you my map ?
halp :(
sure.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
look at the banelauncher weapon
edit: I don't think I can trace this down yet. I have to make another one from scratch to avoid the clutter. I think using the Infestor's spawn infested terran's stuff will work best with this.
Okay, I'm trying to understand what you actually want to happen. Do you want the spore crawler to throw live banelings? By live I mean alive banelings like in melee?
Example, the sporecrawler will launch banelings eggs. The egg lands, the egg hatches, and then become baneling units, which then attack the targets?
Or do you simply want to have the baneling model as a projectile?
Knowing this will help a lot in what I'm suppose to be aiming for.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
the banelings are not the problem... the projectile works as intended... I just want the baneling death animation on impact ( see banelauncher splat actor etc.)
Edit:
Try this: with the splat: add this one.
Event: Effect.BanelauncherDamage.stop action: Destroy
It removes the baneling model just after the Damage is done. Adding another effect for the explosion animation will fix it.
Also, changing it to start might be better looking as well.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
ah damn, i just had to specificly play the "Death" animation on actor creation... thx anyway
do actors remove themselfs when their animtion is done and they are invisible ? (garbage collection)
@pixartist: Go
Hold on, I almost got it.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
There you go.
That was fun!
The explosion is huge though.
What I did was:
Opening: Birth Content: Death Closing: Kill Flags: Play Once Time Variant: 0.1 Type: Duration
And for the creation: Effect.BanelauncherDamage.Start action: Create
Yes, I suppose so. And maybe the afterclosing destroy does that? Not sure.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go yy I got it too, but I did it differently:
Field Banelauncher Splat Events + {ActorOrphan|ActorCreation|AnimBracketState.*.AfterClosing; AnimName BLS|AnimDone; AnimName BLS|Effect.BanelauncherDamage.Start}|{||||}|{Destroy|AnimPlay BLS Death|Destroy|Destroy|Create}
meaning:
@pixartist: Go
YES! Man, I gotta say, that was awesome! Better than rushing to voidrays, in fact. :)
And, hey, thanks for sharing your map. I did learn a few back there. Do you want me to remove the attachment?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
no no, keep it there, no secrets in there ;)