the ingame description when you click on a unit is changed in the unit's actor, while the descriptions you see when you hover the mouse over the buttons is located in the "buttons" ;) (check the button data type in the data editor)
€ lost vikings... usually I look such things up in similar spells, but I did not think of lost vikings ;) *facepalm*
€ now I am stuck with the actors for this. How to attach the missile to, for example, the weapon of the caster? Usual missile-attack actors do not seem to work properly; I also tried to attach the actor of the missile unit directly.
I was thinking about the best way to create a missile, which flies straight forward and collides with the first enemy it hits; basically for very simple spells a la diablo 2 sorceress fireball.
Since the launch missile effect seems not to support dynamic projectile collision but only collisions with the predefined target, I thought about using a workaround, like using a ballistic missile with no check for the target point (that way we have a straight forward missile which will never hit anything - range can be limited with the max life time) and adding a behavior with a periodic search effect to the missile unit, which kills the missile and applies damage in case an enemy was found.
I did not try it out yet, because I wanted to ask, if there is an actual method to do this I am not aware of, or if someone has a better aproach for this. I have definitely seen some maps utilizing similar spells, but most of them were trigger-based and the projectiles were units, which were given move orders via trigger. I wanted to create this spell in the data editor, if possible.
You could use a workaround with buffs instead of markers, but this would maybe not the best thing to do, if multiple instances of the spell can be cast simultaneously somehow.
There should be some way to somehow preserve the origin point somehow, maybe use another offset fallback? Dunno..
Delete all the entries? I do not see any at all. I just can add values, which then form a kind of graph.
I simply have no idea, what I need to do with this actor message, even if the values are saved correctly. What do these values actually represent? What are the x-and y axis representing? For what I am picking linear, inverse or logarithmic?
Worst case would be the pod only has the moving animation; then you would need to pause the animation at a fixed moment or something.
Either way you need to mess with the actor linked to the unit (everything you can actually see ingame has an actor). Look at the model in the previewer, have a look at the supported animations and let the actor play a static one using the actor events.
Yea, well, I am aware of that; however, I would like to change the volume while the sound is playing, so I thought this would be most likely to do in the actor.
Basically you need an Ability, 2 Effects and 2 Behaviors.
Create an Ability (instant cast), which uses an apply behavior effect. This one applies a behavior of type buff to the caster with 10 seconds duration. Add the bonus movement speed in the buff modification+ -> movement tab. Also give the buff an expire effect, again of type apply behavior, which then (obviously) applies another behavior with duration of 5. For the stun, go into the buff modification+ -> behavior -> scroll down to modify flags and enable the "disable abilities" flag.
You can add charges to an item, Parameters need to be the following:
-the item (more specific the unit which represents the item)
-the link you entered for the charges (a string, usually "Item/(Itemname)" or something)
-the amount (this is a fixed, for example you can handle charges of 0.5 aswell)
Note that the amount is calculated quite counter-intuitive. If you, for example, have an item with 5 charges out of 20 charges maximum, the get charges function returns 15 (it returns the charges that were used already, so it calculates 20 charges max minus 5 charges remaining = 15 charges used)
If you want to add a charge, you need to add -1 charges; if you want to remove a charge, add 1 using the function.
I hope I did understand you correctly, you know, how to get a consumable item with charges already, correct?
If you want this item not useable by itself but only via the unit ability, set the charges used to 0, so using the item will not deplete the charge (I did not test this, though)
There is an actor message to change a sounds volume, but I do not understand how it works. You can pick stuff like linear, logarithmic and inverse and input a bazillion of values, presented in a 2D graph. Whichever values I try, the sound seems to not change at all and the values do not even seem to be saved; when I open up the actor events again, they are missing.
I just want to change the sound volume by a certain factor (lets say play the sound on 1/2 volume), how can I achieve this using the actor message?
If this is the case, click on the "Greater than or equal to" and enter your desired tooltip in this tooltip box, leavin all other tooltips empty. At least this works for me.
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the ingame description when you click on a unit is changed in the unit's actor, while the descriptions you see when you hover the mouse over the buttons is located in the "buttons" ;) (check the button data type in the data editor)
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Okay, thanks. In this case, I shall try it ;)
€ lost vikings... usually I look such things up in similar spells, but I did not think of lost vikings ;) *facepalm*
€ now I am stuck with the actors for this. How to attach the missile to, for example, the weapon of the caster? Usual missile-attack actors do not seem to work properly; I also tried to attach the actor of the missile unit directly.
0
Hey
I was thinking about the best way to create a missile, which flies straight forward and collides with the first enemy it hits; basically for very simple spells a la diablo 2 sorceress fireball.
Since the launch missile effect seems not to support dynamic projectile collision but only collisions with the predefined target, I thought about using a workaround, like using a ballistic missile with no check for the target point (that way we have a straight forward missile which will never hit anything - range can be limited with the max life time) and adding a behavior with a periodic search effect to the missile unit, which kills the missile and applies damage in case an enemy was found.
I did not try it out yet, because I wanted to ask, if there is an actual method to do this I am not aware of, or if someone has a better aproach for this. I have definitely seen some maps utilizing similar spells, but most of them were trigger-based and the projectiles were units, which were given move orders via trigger. I wanted to create this spell in the data editor, if possible.
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If your class configurations are correct, it should automatically move to the weapon class slot, at least it does for me.
0
You could use a workaround with buffs instead of markers, but this would maybe not the best thing to do, if multiple instances of the spell can be cast simultaneously somehow.
There should be some way to somehow preserve the origin point somehow, maybe use another offset fallback? Dunno..
0
Delete all the entries? I do not see any at all. I just can add values, which then form a kind of graph.
I simply have no idea, what I need to do with this actor message, even if the values are saved correctly. What do these values actually represent? What are the x-and y axis representing? For what I am picking linear, inverse or logarithmic?
0
Well, works for me, though. We will need more information in this case.
0
Worst case would be the pod only has the moving animation; then you would need to pause the animation at a fixed moment or something.
Either way you need to mess with the actor linked to the unit (everything you can actually see ingame has an actor). Look at the model in the previewer, have a look at the supported animations and let the actor play a static one using the actor events.
0
Yea, well, I am aware of that; however, I would like to change the volume while the sound is playing, so I thought this would be most likely to do in the actor.
0
Impact Site Ops+, add local offset Site Operation actor here.
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Basically you need an Ability, 2 Effects and 2 Behaviors.
Create an Ability (instant cast), which uses an apply behavior effect. This one applies a behavior of type buff to the caster with 10 seconds duration. Add the bonus movement speed in the buff modification+ -> movement tab. Also give the buff an expire effect, again of type apply behavior, which then (obviously) applies another behavior with duration of 5. For the stun, go into the buff modification+ -> behavior -> scroll down to modify flags and enable the "disable abilities" flag.
0
There are some trigger functions:
UnitGetChargeUsed(unit,link);
UnitAddChargeUsed(unit,link,amount);
You can add charges to an item, Parameters need to be the following:
-the item (more specific the unit which represents the item)
-the link you entered for the charges (a string, usually "Item/(Itemname)" or something)
-the amount (this is a fixed, for example you can handle charges of 0.5 aswell)
Note that the amount is calculated quite counter-intuitive. If you, for example, have an item with 5 charges out of 20 charges maximum, the get charges function returns 15 (it returns the charges that were used already, so it calculates 20 charges max minus 5 charges remaining = 15 charges used)
If you want to add a charge, you need to add -1 charges; if you want to remove a charge, add 1 using the function.
I hope I did understand you correctly, you know, how to get a consumable item with charges already, correct? If you want this item not useable by itself but only via the unit ability, set the charges used to 0, so using the item will not deplete the charge (I did not test this, though)
€ why the hell does the forum cut line breaks?
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Hey
There is an actor message to change a sounds volume, but I do not understand how it works. You can pick stuff like linear, logarithmic and inverse and input a bazillion of values, presented in a 2D graph. Whichever values I try, the sound seems to not change at all and the values do not even seem to be saved; when I open up the actor events again, they are missing.
I just want to change the sound volume by a certain factor (lets say play the sound on 1/2 volume), how can I achieve this using the actor message?
0
I guess adding the hold fire behavior of the ghosts should work?
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So, if you watch this as a tree, it looks something like that, correct? :
If this is the case, click on the "Greater than or equal to" and enter your desired tooltip in this tooltip box, leavin all other tooltips empty. At least this works for me.