if you're trying to make an anti-stuck-trigger, i solved this by using the event - Any unit starts idling, and then instantly order it to move again. I did not find a way to check if a unit is moving
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.)
@zifoon: Go
when the game will be released, your maps will probably be encrypted in the "publishing" process, thus you don't need to password-protect anything..
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...
Found out how to do it!!
Damage display Effect must not be a set it has to be the regular Damage Effect. All visual effects go into an effect set that I put in the regular "Effect" field. Now it works properly, looks pretty nice :D
Okay i have a protoss cannon, and i want to see the psi storm animation on projectile impact. So I created an effect set containing the photon cannon damage and the psi storm persistant effect and replaced the photon cannon damage effect with the set, but unfortunatly I don't see a psi storm! The damage works, but the psi storm does not :( how can I simply attach the psistorm animation to the impact effect ?
edit: Impact Location - Effect in the photon cannon damage effect does not work with psi storm either :/
edit: okay i did this now:
I have the normal damage effect + a self made persistant effect which is linked to a model Actor through the actors events (start: create, stop: animStop BSD). Those 2 effects are combined in an effect set which replaced the photon cannons damage effect. The thing is: the damage effect works (-> the set does what it's supposed to do) but the psi storm animation is not visible. Halp!
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@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:
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@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)
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@JeffQ: Go
if you're trying to make an anti-stuck-trigger, i solved this by using the event - Any unit starts idling, and then instantly order it to move again. I did not find a way to check if a unit is moving
0
@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.)
0
@GnaReffotsirk: Go
look at the banelauncher weapon
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@zifoon: Go when the game will be released, your maps will probably be encrypted in the "publishing" process, thus you don't need to password-protect anything..
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halp :(
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@GnaReffotsirk: Go can is send you my map ?
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edit: yes tried it, the animation still doesnt play
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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 ?
0
what exactly are hashtables anyway ?
0
@Volsky: Go
Found out how to do it!! Damage display Effect must not be a set it has to be the regular Damage Effect. All visual effects go into an effect set that I put in the regular "Effect" field. Now it works properly, looks pretty nice :D
0
Okay i have a protoss cannon, and i want to see the psi storm animation on projectile impact. So I created an effect set containing the photon cannon damage and the psi storm persistant effect and replaced the photon cannon damage effect with the set, but unfortunatly I don't see a psi storm! The damage works, but the psi storm does not :( how can I simply attach the psistorm animation to the impact effect ?
edit: Impact Location - Effect in the photon cannon damage effect does not work with psi storm either :/
edit: okay i did this now:
I have the normal damage effect + a self made persistant effect which is linked to a model Actor through the actors events (start: create, stop: animStop BSD). Those 2 effects are combined in an effect set which replaced the photon cannons damage effect. The thing is: the damage effect works (-> the set does what it's supposed to do) but the psi storm animation is not visible. Halp!
0
@Slarti: Go
beams don't have a height token
0
blizz can't be serious, how should we be abled to create custom units like this.. ?!