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    posted a message on [Solved] Creating a pulsing omni light

    The actor model from scratch is now showing up. I added the "Unit Birth" event within the pulsing light actor, set the event's source name to the crate unit, and just set the msg type to "create" while leaving all the fields blank. It works perfectly.

    DrSuperEvil - thank you very much.

    Posted in: Data
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    posted a message on [Solved] Creating a pulsing omni light

    I'm creating the actor from scratch, but after copying/pasting all of the events, etc. and changing the model to the omni light (and even before), I can't find the object in my doodad list. It should be listed under "props," as I set it as such. Or by making it an actor model am I at the same time preventing it from being selected as a doodad?

    Posted in: Data
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    posted a message on [Solved] Creating a pulsing omni light

    And then tell it to use the regular omni light actor in the content field? Should I leave the name field blank? This is what I have, but as you can see to the left, I still get the placeholder.

    Posted in: Data
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    posted a message on [Solved] Creating a pulsing omni light

    I want to be clear that the problem is not attaching the pulsing light to the crate right now, but rather, the actor not showing up at all when it's set to "model" instead of "doodad." When you say "host unit," are you referring to the crate? Or does the pulsing light turn into a "unit" when it is set to "model" from "doodad"? I created the actor event Unit Birth, but what msg type should follow?

    Posted in: Data
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    posted a message on [Solved] Creating a pulsing omni light

    Sorry for the delayed response.

    The pulsing omni light actor type is set to "model," based on "CActorModel." The cube is based on the Pickup Grenades unit, with the main actor being an unmodified Haven Crates model (type: "generic," based on "doodad").

    Posted in: Data
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    posted a message on [Solved] Creating a pulsing omni light

    The Art - Model field is set to my pulsing omni light model. I tried setting it to a regular omni light, but it's still the same message:

    Warning: Invalid placed doodad 'LightOmniBlue2' at (0.000000,0.000000,0.000000). A placeholder model will be used.

    The "LightOmniBlue2" ID resulted from duplicating the original omni light doodad (I don't like to touch originals when I'm making a new unit/doodad/etc.).

    Just to be clear, we are talking about the Art - Model field within the actor object, not the model object, correct? The model object is just set to the regular omni light model.

    Zasekle, I have that tutorial bookmarked, thank you.

    Posted in: Data
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    posted a message on [Solved] Creating a pulsing omni light

    When I switch the actor type from "doodad" to "model," I get a placeholder model instead of the pulsing light. I will also look into the Battery ability; thanks for the link.

    Posted in: Data
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    posted a message on [Solved] Creating a pulsing omni light

    The problem is that this box needs to be selectable, like any other destructible or unit. The idea is that these boxes are kind of like power-ups with some kind of item inside of them (though they are not really items, as I do not want an inventory system in my map). When they are clicked, a description states what the item is and the benefits that it gives. Is there a way for a model to have a footprint and a selectable property, along with a description when the box is selected? These descriptions will pretty much read like the campaign pick-ups (Grenade: Adds +3 grenade ammo, etc.).

    Thank you for clarifying where I should be looking in your map. I have it in my reference folder, along with another test map of yours.

    I could always just use triggers to "attach" the light (or fake it) for every one of these crates, but I'd like to make it a little easier of a process and to learn how to use these actor events.

    Posted in: Data
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    posted a message on [Solved] Creating a pulsing omni light

    Thank you. The names (A or B) for both the timer sets and timer names was definitely the problem. It works beautifully now. I tried to examine your test map, but could not figure out precisely which actor I should be looking at, as there are so many custom ones.

    Is there a way to attach an actor to an actor through events? I have a Haven crate actor/model that is based on the 1x1 Braxis destructible unit and would like to attach this pulsing light to the center of it. An actor creation event, msg type "create," name "actor," and content "lightomniblue2" does not work within the main actor. I have a screenshot of it here. What's the proper procedure to linking actors for one unit?

    Posted in: Data
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    posted a message on [Solved] Creating a pulsing omni light

    I have this so far, but whenever I place the doodad, it lags and crashes the editor. When I am able to test the map, the light is just a regular blue omni light. Can someone take a look and tell me what's wrong with it?

    Also, I used the visibility msg just to see if I can pull off a working doodad while following Eiviyn's directions, but I plan to use a scale change instead. It will scale from 1 to 0.5, and then back to 1 again for a smooth pulsing effect. Can I just change the visibility msg to scale change instead? Or is there another event or term that must be added?

    I also deleted the sound event that is normally associated with the light.

    Am I adding A + B to the timer name or the timer set in the "custom" field? Or is that just for clarity on the forums? Also, what do all of those "source names" and "sub names" do?

    Eiviyn and DrSuperEvil: thank you for those explanations.

    Posted in: Data
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    posted a message on [Solved] Creating a pulsing omni light

    Do the ">" characters designate terms? What is the "timer name"? What is "timer expired"? I don't see it in either the event or term lists. Why 2 As and 2 Bs? Is it because the scale moves from 1.0-0.5 and then 0.5 to 1.0? What is the "set visibility" function and what role does it play here? Why do I begin with an "actor creation" event and not any other? Am I using the "set scale" events at all for this effect? I'm trying to understand exactly what I'm doing and why I'm doing it.

    I really appreciate the continued help.

    Posted in: Data
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    posted a message on [Solved] Creating a pulsing omni light

    I found a small tutorial here, but I'm still have a bit of trouble understanding what I'm doing. I've decided to use only a scale change, a gradual one from 1/1/1 to 0.5/0.51 over a duration of 3 seconds, and then back (total of 6 seconds).

    What kind of message types should I be using? Should I set the msg type to "actor creation," and then set a timer below that? I don't really know where to begin with this.

    Posted in: Data
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    posted a message on [Solved] Creating a pulsing omni light

    Thanks for the reply. Is there a guide on actor events anywhere?

    Posted in: Data
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    posted a message on [Solved] Creating a pulsing omni light

    I will look into this tomorrow. Thanks for the quick reply.

    Posted in: Data
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    posted a message on Fog effects and height

    I am trying to figure out the trigger-based fog effects. The cliff level on which I'd like the fog to appear has a height of 10. I don't want the fog to appear on the water level, which is two cliff levels below this one. If I set the "start height" to 10 and the "falloff" to 1, for example, I get a nice fog at my cliff level, but an overwhelming fog at the water level. Anything higher than 1 and the fog loses its strength at my cliff level while remaining strong at the water level. My density is set to 0.2. What should my values look like to achieve this effect?

    Posted in: Triggers
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