I've created catalogs similar to this for many other parts of the Data Editor that I'll be releasing in the near future when I have time to do so in an organized fashion. I've also expanded this catalog to include every actor (in the updated version on my computer) that I'll post at the same time :)
Huge update coming soon to round out the rest of the Actors. I'll also be creating catalogs for other ares of the Data Editor with a wide range of choices (IE Behaviors, Effects, Abilities etc). Look for these in the coming months.
(First check the Art - Missile field to see if you have an actor chosen instead of custom text)
It looks like you created the actor as something else and then changed its type to Action after the fact (typically because of a misclick when choosing actor type). What happens is that the two actors don't share any of the same fields so the Data Editor (being incredibly dumb) just leaves the new fields blank rather than putting the default (some of which is very important) information in them. I suggest simply deleting the actor and creating a new one from scratch so that all of the default fields have the necessary information.
I have a summoned unit which gives off a regeneration boost aura. It
periodically searches for friendly nearby units, and applies a behavior
to them. I Tried to add the medic's heal beam effect to the aura, so
that you see the beam, the heal effect, and hear the sound(going from
aura to target, like heal is being cast). The sound and heal effect work
When The behavior is applied, the beam is created from the point where the
targeted unit is when it is created, to the targeted unit's center. How
Can I make the beam originate from the aura unit?
Host Launch + and Host Impact + are responsible for determine where the beam originates and ends. You will want to set the aura unit as the launch point and the impact point as an alias. I would recommend using _Selectable and actually removing this alias from your aura unit so that it can't pick itself.
This event will clear a given animation whenever the unit moves. This
prevents animation freezing." Why is it that no animations show up in
the drop down box for [NAME] when I do this? Also, none of the Blizzard
units that I've seen seem to use this, except for clearing fidget. Why
don't they clear Attack, for example? Is that hardcoded?
You first need to click "Customize" and add a name to the list. You're not actually picking the name of the animation. You're picking the label you've given the animation during Animation Play or Animation Bracket BLAH.
You don't actually NEED the animation clearing event. This is there primarily for anyone who experiences animation freezing caused by abilities with very low or no cool down. If you give a unit an ability with no cool down and shift spam the ability, eventually the animation freezes and the unit surfs everywhere.
If you look closely, they actually clear attack when the weapon stops firing with WeaponStop.*.Attackstop > AnimBracketStop Attack
I've added some more actors and updated some of the previous entries with more information. Also updated typos.
To everyone who left comments of appreciation, I'm just glad I can help :D
@johney7289 - I'm rusty with modeling and texture, but I AM getting back into it. If you're wondering about either, look up ModCraft by Otixa and Gorandor (Xaragoth). They have a weekly show that covers these topics and provides various content you can use. I was in the most recent one where we made Hex Tiles for boardgame setups.
@Kenterik - The reference to height isn't a mistake on the Text Actor. You can attach text over a unit's head and as such height is very important to this actor. Also, I know that this site is working on something of that sort, but I don't know how complete it is or if it covers what you want. Hit wiki up at the top and take a look. I'm pretty sure that there isn't any wiki that covers all fields/subjects given that there is not one single mapper outside of Blizzard who could tell you everything the editor can do and even if we all got together there would STILL be things we don't know just because of how complex this editor really is :S
It might be that they don't have texture patches designed for dynamic colors. If this is the case, the only way I would know to change color is with tints. I'll have to look into it and see whether or not this is the case.
@Mgiarc - Melee Attack Actors work exactly the same as Ranged Actors. The only difference is that the weapon has a shorter range. You still tie the attack animation to the weapon firing.
@KidIkarus - Take a look at this Tutorial Bibendus made about the attack0ld animation for Marauders. Might help you.
@strongfoe - It sounds to me like you're trying to do too many things at once. I'd suggest starting here and then working your way up. This tutorial is meant to be a reference as opposed to an end all tutorial for everything actors. The reason for this is I could write hundreds of pages about actors alone and that wouldn't help you at all. The linked tutorials has 3 units that use beams of varying difficulty. Once you've made it through that you should have a much better understanding of the parts you would need to, say, create a Hellion. However, the Hellion uses a complex setup for attacking units in an area. You should look up Riley's Shockwave and compare it to the Hellion's Weapon. While the models used are different, their method of dealing damage is almost the same.
Also, stop by the sites IRC. I'm in there frequently and could work with you 1 on 1 to better understand the editor :)
@IcarusPrime - It depends on the actor you're trying to use. If it's a Unit, you change the Unit Name Token at the top of the Actor's fields. If it's a model, sound, turret etc you use the Events + Field to create Actor Events linking them together.
@KaronaTR - I've looked into your problem and it appears that the filter field doesn't actually prevent other players from seeing the text. This is either a bug or the field does something other than what it suggest. I haven't figured out how to fix your problem, but I'll be looking at it when I have free time to see if I can figure out whether not we need to wait for a bug fix or if it's possible through another field.
@jakpe - I actually haven't tried this, but I believe you can use Site Operation (Explicit Rotation) to do this. If you make the Site Operation local, it "should" allow you to set a facing vector that is based upon its current facing. So if your unit is facing in the -X direction and your Explicit Rotation has a [+X, -Y] vector, it will turn left from its facing towards the SW direction instead of SE. Using actor events you could make 8 Explicit Rotation actors (8 cardinal directions) and rapidly rotate through them using timers and Attachment Set/Dump. This is assuming you are trying to make a spinning motion.
@tigerija - " "
@MrZ3r0 - Terrain Deformation Flags allow you to revert the terrain after the actor is destroyed. By combining this with an actor timer (before destroying it) you can set specific durations. Alternatively if you've tied the actor's death to a buff or persistent, it will revert the terrain after either has ended.
@KoronaTR - Can you give a specific example of what you entered and what you were expecting to happen when you did?
@Jinxxx123 - I didn't list this actor, but State Monitor actors are key in controlling how a unit "burns" or "bleeds." You should take a look at the actor burning and bleeding State Monitors for a reference.
@KoronaTR - As far as I can tell, yes, certain animations are hard coded into a unit. You CAN change this animations by specifically targeting the animations with your own. For example, you can make an event that triggers every time the unit starts moving and end that animation when it stops moving with Unit Movement Update. The Birth/Stand/Death is a series of animations that play over the course of the units lifetime. I've added it to the tutorial under the unit section to better explain it.
If you want, you can make a list of certain actor events you are having trouble with and I can add them to the Unit section as well :)
No, I understand what you did. You set the model's scale instead of the actor's scale. I typically avoid model scaling as it's not dynamic and requires multiple models, but it works for your situation :)
@Jinxxx123 - I haven't tested this to confirm it, but I believe you can use the events Set Scale and Clear Scale to specify what you want to scale your actor to and then remove the scaling the previous event applied by using labels. If I'm correct, the unit will scale to the desired size and then that scale will be removed rather than setting a new scale.