I'm da blue triangle in da op :)
Really fun map I suggest you all play it!
I know that it is possible to pause animations, but the issue that I am running into is that particle effects are not paused.
Is there a message I can send to pause these?
Quote from coronbale: Go
Heres the skinny
Actor Type - Model Animation Style Continuous
Host Site Operations+ SopAttachWeapon
Local Offset for 2nd visibility test - x-0 y-0 z-1
Then just do a standard show and it will be on the gun. Heres a screenshot of my marine with his flame thrower active
In the upper left corner of the screen is that a model? If so how did you draw a model on the screen?
I was recently playing with the Arm Magazine ability type and could not get it to quite do what I want.
Does anyone have any information on Custom Data-types and if they are even possible?
Would we be able to write our own Data-Types and how to handle them via a mod file?
Nope just set the search flags to only search for player which does not include allies.
I believe it is something called "Interceptor Fate" I remember seeing that somewhere.
It is probably a behavior that validates if the unit that the ammo was shot from dies so do the interceptors.
Make their weapon allow them to shoot while moving
Make the arc for them to shoot be a value behind them.
Set up a turret some how.
Apply a SOp180.
It should now play their animation of running, but they are facing the opposite direction.
Thats the best process I could think of to do it.
Set Custom Value of Unit
You are able to specify an index and a value that you can attach to a specific unit. The property is arbitrary so it is only useful for doing things through triggers.
Custom Value Index: 0 could equal 567.00
Custom Value Index: 1 could be set at 0.0 or 1.0 to be used as a boolean value when reading it.
There are a great deal of applications you can use this in and I myself find it VERY useful. Im zany for custom values.... they make me SO DAMN EXCITED.
Duplicate an actor that is a model addition. Then set the model that you want to be displayed as the model for the actor. On that actor there is a field called site operations. When you open up a model in the previewer there is an option in one of the menus to show attachment points. They show up as small green triangles on the model in the previewer. Click on one of these to get the name.
Now you must apply a "SOpAttachXYZ" to the model addition actor that you duplicated in the site operations field. They are things like "SOpAttachCenter" or "SOpAttachHead" and stands for site operations.
Now go to the actor for the unit that you wish to attach the model addition to and go to "Events" Add a new event on "Actor Creation" then set the action to "Create" and select your model addition from the dropdown combobox.
Now when the actor for the unit is created it is told to create an actor of the type of your model addition. Because you set the site operation to the correct attachment point it will then attach the created actor to the correct site.
The easiest way is to use the "Attach Actor To Unit" action in the trigger editor. This is not the best way to do it, but it is useful for scenarios in which you just need to throw some fire on a tank, or make something glow without jumping into the data editor.