I have an ability that applies a buff, I would like whatever target of the buff to stop animating while its effected by the buff. Is there a way to do this through Actor - Event: Events + ? So that no matter what is targeted it can be handled by one event term?
Thanks, I'll try that. Do you know how I can get the persistent period count to run infinitely? I thought it would if you set the amount to 0, but the effect doesnt work when I set it to 0.
I have an ability that is of the type "Effect - Target" which applies force to draw the target toward the caster. The force is applied via a 'create persistent' effect (Which I believe is the only way to use the Apply Force Effect). What I would like to achieve is something similar to what I have already, but I would like the persistent effect (the force) to run infinitely until canceled. The problem is an "Effect- Target" Ability is not inherently cancelable. I would like the ability to be cancelable during the persistent effect. So basically I need this ability to require a target but toggle when used. So when the ability is active, the target is dragged along behind the caster via the force effect. Any ideas on how I could achieve this would be greatly appreciated. My other problem is getting the 'create persistent - count duration' to run infinitely.
I've made a custom ability that leaves a trail of fire behind the casting unit. The actor I used on it is called 'Fire Medium' . The problem is, when the flame trail dissipates, there is some sort of lighting textures left behind on the ground from the 'Fire Medium' actor. I cant find a way to access this through the data editor. I would like to get rid of it. Any help is appreciated.
I've polished this ability a bit more, changed some actors and got the pathing to work out a little better with Push Priority. I also changed the target to Point rather than Unit, so you can get Leap Happy. Here's an updated video...
I retooled the Death Grip ability I made and combined it with the Ground Pound ability from the given tutorial, the result is similar to the Barbarian Leap from Diablo II.
The target pathing needs work, not sure how to avoid being blocked by units in the way of the target unit.
Hmm, unless I'm not understanding you fully, that didn't work. I tried adding the event and changed the launch to scope/caster and impact to scope/target. Is there something else I missed?
So I've figured out how to make Death Grip, using the apply force effect. It works pretty well, but I'm turning to you all for some help. I'm having trouble with the actor events. I want to have a Beam Actor occur between the caster and the target unit while its being pulled in. If anyone knows how to link and actor between two units, I would appreciate some advice. Thank you in advance.
Edit: I'll post a video once I get the actors working.
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I have an ability that applies a buff, I would like whatever target of the buff to stop animating while its effected by the buff. Is there a way to do this through Actor - Event: Events + ? So that no matter what is targeted it can be handled by one event term?
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@SoulFilcher: Go
Thanks, I'll try that. Do you know how I can get the persistent period count to run infinitely? I thought it would if you set the amount to 0, but the effect doesnt work when I set it to 0.
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I have an ability that is of the type "Effect - Target" which applies force to draw the target toward the caster. The force is applied via a 'create persistent' effect (Which I believe is the only way to use the Apply Force Effect). What I would like to achieve is something similar to what I have already, but I would like the persistent effect (the force) to run infinitely until canceled. The problem is an "Effect- Target" Ability is not inherently cancelable. I would like the ability to be cancelable during the persistent effect. So basically I need this ability to require a target but toggle when used. So when the ability is active, the target is dragged along behind the caster via the force effect. Any ideas on how I could achieve this would be greatly appreciated. My other problem is getting the 'create persistent - count duration' to run infinitely.
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I've made a custom ability that leaves a trail of fire behind the casting unit. The actor I used on it is called 'Fire Medium' . The problem is, when the flame trail dissipates, there is some sort of lighting textures left behind on the ground from the 'Fire Medium' actor. I cant find a way to access this through the data editor. I would like to get rid of it. Any help is appreciated.
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@Nahotnoj: Go
Thanks Nahotnoj, that's much better than my Push Priorty work around.
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@greythepirate: Go
Lmfao!!
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@D1000: Go
Let me know, I will make a video for you.
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Leap (or Slam)
I've polished this ability a bit more, changed some actors and got the pathing to work out a little better with Push Priority. I also changed the target to Point rather than Unit, so you can get Leap Happy. Here's an updated video...
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@Nahotnoj: Go
how did you get your grapple ability to path over cliffs?
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I retooled the Death Grip ability I made and combined it with the Ground Pound ability from the given tutorial, the result is similar to the Barbarian Leap from Diablo II.
The target pathing needs work, not sure how to avoid being blocked by units in the way of the target unit.
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WDE #12 has been dead for a minute, do we need to start throwing around some ideas for a new Data topic?
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Well I hadn't much time to work on this, but I finally figured out how to get this beam actor to work.
I used the Force Effects Tutorial to create the ground pound effect and also used that tutorial as a basis for Death Grip.
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@Southpaw444: Go
bump
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@M0rt1mer: Go
Hmm, unless I'm not understanding you fully, that didn't work. I tried adding the event and changed the launch to scope/caster and impact to scope/target. Is there something else I missed?
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So I've figured out how to make Death Grip, using the apply force effect. It works pretty well, but I'm turning to you all for some help. I'm having trouble with the actor events. I want to have a Beam Actor occur between the caster and the target unit while its being pulled in. If anyone knows how to link and actor between two units, I would appreciate some advice. Thank you in advance.
Edit: I'll post a video once I get the actors working.