So I have this ability called Overload. I want it to make smoke come out of the units when it's active. I copied the cloak ability, removed the cloak, and added the stat changes. Now all I need is to attach an effect to the unit once it's used. How do I do this? I already have the model picked out, but I have no idea about Events or anything.
I believe your Overload ability is an applied behavior correct? So your unit casts an applied behavior on another unit and for that duration you want smoke to come out?
Simple, Go to effects create an effect (I like to use non damage effect because I've run into bugs using these) and make sure that effect doesn't change anything. Now go to your behavior and set the periodic effect to that dummy effect you just created. Set the periods you want (i.e. if the behavior lasts 10 seconds and you want smoke to happen every .5 seconds then set the period to .5.
Now go to actors and create new set type to model and set based on to modelanimationstyleoneshot. click on the art model field and add your model you picked out. Now go to the actor event-event and create new. do the following:
I'm assuming you have an Overload behavior. Create an Actor of the "Model" type. Set the Model fields to whatever model you've chosen. Now go to the Events field and double-click it.
Right click under the events and click on "Add Event". Set the "Msg Type" to "Behavior". Set the Source Name to your behavior (assuming its called "Overload"?) and the Sub Name to "On". Go to the action and set it to "Create".
To finish it off,
Right click under the events and click on "Add Event". Set the "Msg Type" to "Behavior". Set the Source Name to your behavior and the Sub Name to "Off". Go to the action and set it to "Destroy".
I believe your Overload ability is an applied behavior correct? So your unit casts an applied behavior on another unit and for that duration you want smoke to come out?
Simple, Go to effects create an effect (I like to use non damage effect because I've run into bugs using these) and make sure that effect doesn't change anything. Now go to your behavior and set the periodic effect to that dummy effect you just created. Set the periods you want (i.e. if the behavior lasts 10 seconds and you want smoke to happen every .5 seconds then set the period to .5.
Now go to actors and create new set type to model and set based on to modelanimationstyleoneshot. click on the art model field and add your model you picked out. Now go to the actor event-event and create new. do the following:
I'm assuming you have an Overload behavior. Create an Actor of the "Model" type. Set the Model fields to whatever model you've chosen. Now go to the Events field and double-click it.
Right click under the events and click on "Add Event". Set the "Msg Type" to "Behavior". Set the Source Name to your behavior (assuming its called "Overload"?) and the Sub Name to "On". Go to the action and set it to "Create".
To finish it off, Right click under the events and click on "Add Event". Set the "Msg Type" to "Behavior". Set the Source Name to your behavior and the Sub Name to "Off". Go to the action and set it to "Destroy".
Edit: Etravex's solution probably works better.
The behavior is basically a copy-past of cloak. It says buff, so I guess that's the type of it. It's applied to itself, noone else. I tried both of your methods with no luck.
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So I have this ability called Overload. I want it to make smoke come out of the units when it's active. I copied the cloak ability, removed the cloak, and added the stat changes. Now all I need is to attach an effect to the unit once it's used. How do I do this? I already have the model picked out, but I have no idea about Events or anything.
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Why's it feel like everything I need seems like something moderately simple and gets low responses, yet other more difficult stuff gets plenty? :\
@Artanis186: Go
I believe your Overload ability is an applied behavior correct? So your unit casts an applied behavior on another unit and for that duration you want smoke to come out?
Simple, Go to effects create an effect (I like to use non damage effect because I've run into bugs using these) and make sure that effect doesn't change anything. Now go to your behavior and set the periodic effect to that dummy effect you just created. Set the periods you want (i.e. if the behavior lasts 10 seconds and you want smoke to happen every .5 seconds then set the period to .5.
Now go to actors and create new set type to model and set based on to modelanimationstyleoneshot. click on the art model field and add your model you picked out. Now go to the actor event-event and create new. do the following:
effect.dummyeffect.start create
effect.dummyeffect.stop destroy
That should work for you. Let me know
I'm assuming you have an Overload behavior. Create an Actor of the "Model" type. Set the Model fields to whatever model you've chosen. Now go to the Events field and double-click it.
Right click under the events and click on "Add Event". Set the "Msg Type" to "Behavior". Set the Source Name to your behavior (assuming its called "Overload"?) and the Sub Name to "On". Go to the action and set it to "Create".
To finish it off, Right click under the events and click on "Add Event". Set the "Msg Type" to "Behavior". Set the Source Name to your behavior and the Sub Name to "Off". Go to the action and set it to "Destroy".
Edit: Etravex's solution probably works better.
The behavior is basically a copy-past of cloak. It says buff, so I guess that's the type of it. It's applied to itself, noone else. I tried both of your methods with no luck.