There is no validator I can find specific for global abilities. Which is pretty annoying. I have like 30 abilities and they all need to be effected by the validator. The best I can find is, Unit has no Orders. Which includes hold fire though which is problematic.
Wanted to update for those who care, was able to pull the blur effect from phoenix gravity stun. Because its purely made up of glows and not models. I was able to set the tint color through actors to negative. Thus, removing the color from the effect and just leaving the blur.
Now, I made continual waves by reversing the stand animation and creating another actor, which gave it a wave, rather than a pulse.
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How do you use them, they don't seem able to be linked to anything.
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@JCManowar: Go
My guess is probably create attribute dummies, and use behavior counts in triggers as the real stats.
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Instead of 100 + (20)
How can I make it 120
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what does precision do?
Any idea on how to return real numbers instead of ints?
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Trying to find the answer to this.
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Perhaps I am going about this all wrong, should I be looking at triggers for this?
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There is no validator I can find specific for global abilities. Which is pretty annoying. I have like 30 abilities and they all need to be effected by the validator. The best I can find is, Unit has no Orders. Which includes hold fire though which is problematic.
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casting abilities will still keep you cloaked.
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I could ability link every ability to the validator but that wouldn't be efficient at all. There has to be a way to do this.
Perhaps there is a way to make the validator check if a unit is using an ability other than move,stop, patrol, etc?
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topic^
Devoid of any description.
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Trying to think of the more efficient way of leveling abilities.
Is it? Or is duplicating abilities more efficient performance wise.
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Giving mines themselves a detect behavior probably would work.
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Create actor
Actor type:model
Based On: Model Addition
Non Doodad
Event
Actor Creation
-Animation Bracket Start, name=BSD, birth,stand, death, time = -1, type = automatic
ActorOrphan
-Destroy
Behavior."Behavior Name".On
-Create
Behavior."Behavior Name".Off
-Animation Bracket Stop BSD
Scroll down to Art- Model
Select what model you want on your effect.
Find
Hosting - Host Site Operations - Operations
Do SOpAttachCenter or SOpOverhead if you want it above the head
To set color, size, etc in events
ActorCreation
-set tint, or opacity, or size.
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Wanted to update for those who care, was able to pull the blur effect from phoenix gravity stun. Because its purely made up of glows and not models. I was able to set the tint color through actors to negative. Thus, removing the color from the effect and just leaving the blur.
Now, I made continual waves by reversing the stand animation and creating another actor, which gave it a wave, rather than a pulse.
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You need an actor splat, look at TossGrenade in abilities and it should have an actor splat.