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    posted a message on Spell animation doesn't play sometimes

    Hi guys. My hero Zeratul has an ability called Void Strike. Void Strike is very similar to Zeratul's Blink. It works like this: Zeratul teleports to an enemy unit and plays his Attack Variation 05 animation. I gave the ability a 1.5 second Finish Time so that Zeratul's attack animation would finish playing before he does a regular "weapon/attack ability attack" on the enemy. The strange thing is that about half the time when I use the ability, Zeratul's Attack Variation 05 animation doesn't play at all. The other half of the time, the animation plays. Regardless of whether the animation plays or not, Zeratul does not perform a regular attack during the Finish Time (which is good). Anybody know why the attack animation is inconsistent? I have the following in Zeratul's actor's Event - Events+ field:

    Abil.VoidStrike.SourceCastStart
    -> ModelSuddenMotionStart

    Abil.VoidStrike.SourceCastStart
    -> AnimPlay Spell Attack, 05 NonLooping

    Abil.VoidStrike.SourceCastFinish
    -> ModelSuddenMotionStop

    Thanks in advance for your help.

    Posted in: Data
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    posted a message on Spawned unit not finishing creation animation

    @DrSuperEvil: Go

    Thanks DrSuperEvil. I will do that.

    [Edit]
    It worked! My Shadow Clones complete their Spell A animations before attacking. Thanks Kueken and DrSuperEvil.

    Posted in: Data
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    posted a message on Spawned unit not finishing creation animation

    @Kueken531: Go

    Thanks, Kueken. I'll give this a try tonight. I'll set up the behavior. I might repost here if I can't figure out how to make the behavior disable abilities.

    Posted in: Data
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    posted a message on Spawned unit not finishing creation animation

    Hello guys. My hero Zeratul can summon a Shadow Clone unit. I set up the Shadow Clone unit to play an animation when it is summoned. The animation that plays is Zeratul's Spell A animation (the one where he turns around in a circle). The problem is that when the Shadow Clone is summoned next to an enemy, the Shadow Clone stops in the middle of the animation and starts attacking the enemy. This takes away from the coolness factor of the spell. Anyone know how I can force the Shadow Clone to complete the animation even if there's an enemy nearby?

    In the Shadow Clone unit's actor I have the following in the Event - Events+ field:
    ActorCreation.ShadowClone
    AnimPlay {Shadow Clone Spell}, Spell, A NonLooping
    I tried setting Time Type to Automatic, Duration and Time Scale and putting a checkmark in the Full Match flag. Thanks in advance for your help.

    Posted in: Data
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    posted a message on Making Icons for requests

    Please disregard my request. Kueken made an icon for me.

    Posted in: Art Assets
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    posted a message on Making Icons for requests

    Hello guys. Please could someone convert the .jpg file below into a .dds file for me? I would really appreciate that.


    The icon is for my Befouler hero's Infested Marine ability. This ability launches an egg that spawns an infested marine.

    Posted in: Art Assets
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    posted a message on Special Ops Dropship Updated,Preview and DDS download

    @seraphlio: Go Tough crowd. Nice work seraphilio. I like the green one.

    Posted in: Art Assets
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    posted a message on "Miss!" text for Evasion ability

    @DrSuperEvil: Go

    It's not. That was my polite way of saying, "DrSuperEvil already told me how to do it". lol.

    Posted in: Data
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    posted a message on "Miss!" text for Evasion ability

    @REDlandry: Go

    Thanks for the tip REDlandry. I was able to modify the auto-refinery actor so that I could get text to show up over my unit. Thanks :).

    Posted in: Data
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    posted a message on "Miss!" text for Evasion ability

    @grenegg: Go

    Thank you :)

    Posted in: Data
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    posted a message on "Miss!" text for Evasion ability

    I tried putting in an "At" term. Don't know how to change the scope. Also, I couldn't find out what was causing the text to move left.

    It's okay, though, I'm happy with what I have. I have the word "Evade!" appearing over Zeratul when the ability is triggered. That might even be better than having "Miss!" appear over the enemy's head. I might change things later. But for now, my goal is to get my project finished, so I don't mind cutting a few corners. Thanks for your help Kueken and DrSuperEvil.

    Posted in: Data
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    posted a message on "Miss!" text for Evasion ability

    The Evasion behavior is given to Zeratul (the hero). I believe the Evasion behavior reduces damage inflicted on Zeratul to 0. I don't know what unit EvasionHandled is occuring on. I just opened up the Evasion behavior's Combat - Damage Response + field and put the generic effect EvasionHandled in the Handled field. When I tested it, no text showed up. I'll attach my map just in case The behavior's name is Evasion and the Ability's name is Evasion. EvasionText is the name of the text kicker actor.

    Stupid me! Your text string suggestion worked. The first time I tried it, I deleted the style. But this time I just had both of them and I got the desired effect. Thanks! Now I hope I can get the text "Miss!" to go over the enemy unit.

    Posted in: Data
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    posted a message on "Miss!" text for Evasion ability

    @DrSuperEvil: Go

    I don't fully understand what you mean. I created a generic effect called EvasionHandled. Then I put this effect in the Handled field of the Evasion behavior's Combat - Damage Response + field. I modified the text kicker's Events so that the kicker would be created when EvasionHandled started or stopped. However, when I tested my map, no text showed up.

    Also, does anyone know how I can modify the "Kicker_Refinery" text style so that I can change only its color from green to red? Thanks.

    Posted in: Data
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    posted a message on "Miss!" text for Evasion ability

    FuzzYD, grenegg, Prozaic Muse and DrSuperEvil, thank you for your help. I duplicated the AutomatedRefineryTextKicker4 text actor and got things started. The text shows up. I have 3 things I would like to get help on:

    Unfortunately, I wasn't able to get the text to show up over the attacking unit. I set the Events - Terms field to "At Source" and "At Target", but neither of these worked.

    Does anyone know why the text doesn't just go straight up? (it moves left or right). I checked AutomatedRefineryTextMover actor and I couldn't figure out a way to make the text just go straight up.

    Lastly, the following characters appear around the "Miss!" text in the UI-Text field: <s val="Kicker_Refinery"> </s>. All I want to do is change the color of this text from green to red. Unfortunately, I tried getting rid of the <s> tag and modifying the UI - Color and UI - Fixed Font Size fields, but I couldn't create a style setting close to the one I want.

    Can anyone help me with these 3 things? Thanks in advance.

    Posted in: Data
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    posted a message on "Miss!" text for Evasion ability

    Hello guys. I made an Evasion ability for my hero Zeratul using the Data Editor. Now I'd like for the characters "MISS!" to show up over an enemy unit that attacks Zeratul (when the ability triggers). Could someone tell me how to do that? Thanks in advance.

    Posted in: Data
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