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.
ok, so i finally got to see the timeline, thank you very much. and set the Action actor to use Weapon 00 attachment point. But how would it look like in the Unit Actor Events, thats whats uncertain to me. You could send picture also if u can, i can work with that.
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.
Does bar in the bottom is removable or the box to the lower left, because i cant see them. I have mac and i dont see no description. Can u send me an example using somekind of random launch effect?
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.
So i used the cutscene editor to look at the animations the unit has but, where does it say what kind of animation I'm playing at the moment?
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.
I just want the unit to move as it does in this video : , to give the impression hes actually shooting the missile from its left hand. I dont need the animation of the rocket pack on the back or shoulder nor the melee attack. I just want the one that comes out of the left hand. Whats the purpose of the elevation? Look at what at the cutscenes editor? Whats the difference between the attack or the cover animation bracket? I dont have create persistent effect, i just have launch, apply and set effects or ability ofc.
This is the actor i want but of course with my own ability:
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.
What terms might be missing from the attack superior and inferior, and which animation brackets would u remove (using the picture i sent as reference). Also would u use the launch effect or the ability or the set effect. The effect only has launch, apply and set effects. I read your thread but its about launching from another weapon attachment point not the hand. Maybe its not the haywire missiles i meant and simply his hand attack. This kind of thing usually works for me, i dont know why this one isnt working.
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.
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?
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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.
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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.
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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.
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It seems we havent seen any improvement in the last few patches, does anyone knows the status of this issue?
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Nvm I noticed the problem was on my game settings not displaying life/shields/energy/duration bars.
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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.
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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?
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Still No Luck. :(
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Nop still not working. So weird. I wonder whats left.