This is what i'm talking about. As you can see i can't see all the info of the units we're normally supposed to see.
So i opened the editor again to work on a new map and i couldn't find the unit models under the unit layer like i used to so that i can place them on the map window. Where did they go? Is it a setting i'm missing? I can't even see the search bar.
Go to View and select Show Panes and then Timeline (Shift + T).
Currently I cannot upload maps on this site.
In the cutscene editor the bar in the middle at the bottom of the screen and the box to the lower left. Right click the blue bar to change the current animation being played (it says the current animation on the blue bar). Use the green buttons in the lower left box to play/pause the animation.
Having looked at the warhound model you want the Unit actor to play the Attack 01 animation when you use your ability. You also want your Action actor to use the Weapon 00 attachment point as the launch site.
In the pic you have in the first post you have the missile launch trying to use the attack, attack superior and attack inferior animation brackets all at the same time because they are using the same event to perform the three actions. Using that term limits the actor to only use one when targeting different elevations.
Use the cutscene editor to look at what animations the warhound model has so you know what one you want to play when it attacks/uses your ability.
Where the missile fires from is determined by the Action actor.
Most unit actors use the Weapon Target Elevation term.
Just go to the Cutscenes editor and look at what ones you want it to use. Do you want the attack or the cover animation bracket?
I would use an Ability or Create Persistent and then clear the animation when the effect tree finishes.
The melee attack uses the hand while the Tornado missiles use the rocket pack on the back.
Well for a start you are lacking terms for your attack superior and inferior. You have too many animation bracket start actions being triggered by the same effect.
Try this thread:
Hello, I've been trying to get the unit: WARHOUND to act as he were shooting haywire missiles like he does in this video: but instead using a custom ability i made for him. I was wondering how would the setting go in the actor event fields. So far i've done it like its shown in the image posted here > https://s29.postimg.org/fov1uoaaf/Warhound_Events.jpg. Help please.
Quote from DrSuperEvil: Go
Could always use an actor like the widow mine does. Or use a Buff behaviour like the infested terrans do.
Nvm I noticed the problem was on my game settings not displaying life/shields/energy/duration bars.
Quote from DrSuperEvil: Go
Tell the unit to move away until out of range. Else get a downstream effect to use a model created each time the effect is used that lasts for a short time. If the model keeps appearing it seems your ability is still targeting the point.
I noticed the problem was on the model, not the ability per se. I was using wrong model. It was supposed to be Persistent FX model.
Both are nice ways to do so. Thanks. Right now i just dup every effect that changes per level and add it up to a new Set effect per level that then goes into the ability. It works for me, but im thinking the switch effect would work also, i would need some kind of behavior tho right?