No worries bud, I haven't really looked at that ability, but I have noticed there is a number of Blizzards abilities that have ambiguous additions. That's why it's a good idea to eventually learn how to make them from scratch, you end up with a lot less irrelevant clutter in all the fields, it just ends up feeling a lot neater.
Edit: I think Terhonator, if you wanted a targetable Astral Winds, you'd have to duplicate it because you can't modify certain parts of the core data. Once you duplicate it, double click on the name and change it from 'Effect - Instant' to 'Effect - Target'
Edit 2: For the area cursor, you want to look at making a 'Cursor Splat' actor. A good start for that would be to look at 'High Archon Psi Storm Cursor Splat', duplicate that and modify token abil field to your ability. Make sure the events field mirrored the change as well, it should automatically but sometimes doesn't. Then go back to your ability and change the field 'Effect: Cursor Effect' to the search effect you are using, the good thing about this is that it will automatically scale the size to the relevant radius.
Yeah definitely, learning all this stuff can be quite challenging, but once you get he hang of how it all fits together it isn't too bad.
Well you've done the first part, and you've shown how you want to do it which is great so we can work off that. I'll keep it simple.
So you've set up the command, and required effects. Is your ability either Effect - Instant or Effect - Target? I'm assuming instant if you're using a search, so here is what you need to modify.
Modify Unit:
Effect: Vitals Field - Set Change to 100. (The second box, the first refers to modifying in percentages)
Search Area:
Search Filters Field- You can choose between Ally, Enemy, Neutral Player. I'd suggest Only having Ally and Player ticked. Then you can go through and select the specifications of who you want it to effect. I'd suggest Exluding: Dead, Destructible (if you allowed Neutral), and missile. While making Visible required/
Search Area Field - Set Arc to 360, this allows the abilitiy to hit all directions. Choose your modify effect in the effect field. Maximum Count refers to how many targets the search can acquire, setting it to -1 means infinite as long as they're in range. Radius refers to the distance of the search. 4 or 5 might be a good start.
Ability Tab:
Command - Select execute, and set the default button to your custom button. Be careful not to set any requirements, as that field can be a bit touchy. If your ability doesn't show up after all is done, you might of accidentally set it one.
Cost - Make sure you're looking in the Cooldown part and not the Charge part. Set the Time Use field to how long you want the cooldown, at least a minimum of 1 second so it doesn't glitch spam. In vitals you can choose how much energy you want it to cost, you may prefer it to not use energy and simply reply on the cooldown.
Effect - Set your search effect in this field, not the modify.
Flags - You might want the ability on autocast, if you do tick 'Autocast' and 'Autocast Initially on'.
Autocast Validators (If using autocast) - Select caster in combat
Now you want to go back to your units command card, select the ability button, and make sure ability command matches the ability box.
You can get that speedy effect by doing the second method mentioned in the first post, you probably won't lose the fluidity of the animation unless you have the ridiculous WC3-esque custom map attack speeds lol, but it can happen sometimes. I'll elaborate on the first method a bit more just in case though, which can be an alternative to that situation.
The actual animation fires when the weapons effect fires. If the animation isn't completing it's because the weapon effect is triggering before the complete duration of the animation, thus cutting the current animation and starting again.
What you can do is open the model in the cutscene editor, find it's attack animation, it will show you the duration of the animation. If you set Kaels weapon speed to the time it takes for the animation to complete (or the longest attack animation if he uses multiple) then the animation will run at the default speed, which normally looks the most natural, and will complete timely.
Another thing to check is to make sure in each of the actor Ability morph events, its set to specifically 'finished'. Because there's also started and canceled fields, if all three are triggering you would be getting thrice the actors.
It might be due to the ratio of the animation to weapon speed ratio. Theres a couple ways to fix that.
The first way is to simply make the weapon slower to match the animation speed.
The second way is to go to the actor for Kael and set the attack animation to use 'duration' and set it to the weapon speed. This means the animation will play it's whole length in that specific duration, this can cause the animations to lose their fluidity sometimes though.
Does the error state anything else other than error?
Something you can check:
Try a number of different structures, default melee ones if you've been using custom made ones. Make sure it's the unit specifically.
If it returns as specific structures, make sure the structures field 'Plane Array' in the unit tab is set to ground.
If you get the same error with all structures, check to see if your other units can attack the structure, and also check to see if you give the weapon to a different unit, if its getting the same error.
The offset isn't mandatory, you can attach it to whichever attachment point you want, I just did that so it could fit the armory model properly. You should be able to use an actor event to simply change the height on actor creation, but I've always preferred using the siteops because you can change the X and Y axis as well.
If it works perfectly fine the way you want it to by removing the the actor event, I wouldn't fuss about changing how it works now. Actors can be really fickle sometimes.
Hmm, it's a bit hard to say just looking at that. You might have added on the extra animation play when the actors come with BSD animation by default. So it's getting two messages at once.
I've made up a little map which uses the armory as the host, I've gotten no immediate errors with it, I'll upload it here so you can have a look at it.
Never actually tried doing what you're doing, but would making four BSD animation events based on behaviour on condition work?
Looking at the A.R.E.S actor, It's forms are under the animations Stand A, Stand B, Stand C, Stand Work. So for your BSD animations, you could cut out the opening, and just use content and closing.
This was just a quick 30 minute put together, to show others what the typical new years in the down under looks like. Here's a description of the pictures in order:
1. New years in Australia is during our summer, where it's stinking hot and that means it's the best time to fire up that heat furnace called a Barbecue.
2. There you have the person cooking the BBQ, and his two wingmen who stand there drinking a few beers while talking. Once the meats cooked the
wingmen will purposely use the phrase 'WE cooked the meat'
3. The meat smelled fantastic while it was cooking, when it's placed on the table it looks more like fresh road kill, so you keep a bit of distance, grab a bit here and there and try to enjoy it. Give it to the dog if possible.
4. It wouldn't be Straya without a couple of Dingos who caught the scent, stand behind the scenes and wait. Everyone notices them, but no one mentions them. However each person plans on not being the last person around, when the Dingos outnumber the people...
5. Heres you, sitting on your computer, on New Years Eve, because you don't have time to deal with these plebs. But someone always has to try come up and talk to you so you half talk to them and half stare at your computer waiting for them to leave.
6. Everybody says fireworks are illegal to obtain (Excluding NT, but no one cares about NT) but somehow there's always some procured to the party, normally by a pair of show offs who in a couple years time end up on the news being part of some accident.
7. And here we have the Roos. They have snuck up to loot the drinks pile, one person has noticed and grabbed a weapon to try shoo them off, but knows that one can kill you without trouble, so when he sees four he kind of stands back hoping the Kangaroos will back off. But they never do...
8. Lastly, you have the Rich Man in the family, has an international model for a girlfriend and a quirky looking friend. They will say hello and good bye, but spend the rest of their time talking amongst themselves by the cars. They won't acknowledge any early leavers.
0
No worries bud, I haven't really looked at that ability, but I have noticed there is a number of Blizzards abilities that have ambiguous additions. That's why it's a good idea to eventually learn how to make them from scratch, you end up with a lot less irrelevant clutter in all the fields, it just ends up feeling a lot neater.
Edit: I think Terhonator, if you wanted a targetable Astral Winds, you'd have to duplicate it because you can't modify certain parts of the core data. Once you duplicate it, double click on the name and change it from 'Effect - Instant' to 'Effect - Target'
Edit 2: For the area cursor, you want to look at making a 'Cursor Splat' actor. A good start for that would be to look at 'High Archon Psi Storm Cursor Splat', duplicate that and modify token abil field to your ability. Make sure the events field mirrored the change as well, it should automatically but sometimes doesn't. Then go back to your ability and change the field 'Effect: Cursor Effect' to the search effect you are using, the good thing about this is that it will automatically scale the size to the relevant radius.
0
Yeah definitely, learning all this stuff can be quite challenging, but once you get he hang of how it all fits together it isn't too bad. Well you've done the first part, and you've shown how you want to do it which is great so we can work off that. I'll keep it simple.
So you've set up the command, and required effects. Is your ability either Effect - Instant or Effect - Target? I'm assuming instant if you're using a search, so here is what you need to modify.
Modify Unit: Effect: Vitals Field - Set Change to 100. (The second box, the first refers to modifying in percentages)
Search Area: Search Filters Field- You can choose between Ally, Enemy, Neutral Player. I'd suggest Only having Ally and Player ticked. Then you can go through and select the specifications of who you want it to effect. I'd suggest Exluding: Dead, Destructible (if you allowed Neutral), and missile. While making Visible required/
Search Area Field - Set Arc to 360, this allows the abilitiy to hit all directions. Choose your modify effect in the effect field. Maximum Count refers to how many targets the search can acquire, setting it to -1 means infinite as long as they're in range. Radius refers to the distance of the search. 4 or 5 might be a good start.
Ability Tab: Command - Select execute, and set the default button to your custom button. Be careful not to set any requirements, as that field can be a bit touchy. If your ability doesn't show up after all is done, you might of accidentally set it one. Cost - Make sure you're looking in the Cooldown part and not the Charge part. Set the Time Use field to how long you want the cooldown, at least a minimum of 1 second so it doesn't glitch spam. In vitals you can choose how much energy you want it to cost, you may prefer it to not use energy and simply reply on the cooldown. Effect - Set your search effect in this field, not the modify. Flags - You might want the ability on autocast, if you do tick 'Autocast' and 'Autocast Initially on'. Autocast Validators (If using autocast) - Select caster in combat
Now you want to go back to your units command card, select the ability button, and make sure ability command matches the ability box.
0
Hmm there probably is a way to do it but I just don't know how :p
All good mate, take it easy.
0
You can get that speedy effect by doing the second method mentioned in the first post, you probably won't lose the fluidity of the animation unless you have the ridiculous WC3-esque custom map attack speeds lol, but it can happen sometimes. I'll elaborate on the first method a bit more just in case though, which can be an alternative to that situation.
The actual animation fires when the weapons effect fires. If the animation isn't completing it's because the weapon effect is triggering before the complete duration of the animation, thus cutting the current animation and starting again.
What you can do is open the model in the cutscene editor, find it's attack animation, it will show you the duration of the animation. If you set Kaels weapon speed to the time it takes for the animation to complete (or the longest attack animation if he uses multiple) then the animation will run at the default speed, which normally looks the most natural, and will complete timely.
0
Another thing to check is to make sure in each of the actor Ability morph events, its set to specifically 'finished'. Because there's also started and canceled fields, if all three are triggering you would be getting thrice the actors.
0
It might be due to the ratio of the animation to weapon speed ratio. Theres a couple ways to fix that.
The first way is to simply make the weapon slower to match the animation speed.
The second way is to go to the actor for Kael and set the attack animation to use 'duration' and set it to the weapon speed. This means the animation will play it's whole length in that specific duration, this can cause the animations to lose their fluidity sometimes though.
0
@ZenonMalinowski: Go
Does the error state anything else other than error?
Something you can check:
Try a number of different structures, default melee ones if you've been using custom made ones. Make sure it's the unit specifically. If it returns as specific structures, make sure the structures field 'Plane Array' in the unit tab is set to ground.
If you get the same error with all structures, check to see if your other units can attack the structure, and also check to see if you give the weapon to a different unit, if its getting the same error.
0
@Ramboing: Go Good to hear :D
The offset isn't mandatory, you can attach it to whichever attachment point you want, I just did that so it could fit the armory model properly. You should be able to use an actor event to simply change the height on actor creation, but I've always preferred using the siteops because you can change the X and Y axis as well.
If it works perfectly fine the way you want it to by removing the the actor event, I wouldn't fuss about changing how it works now. Actors can be really fickle sometimes.
0
Hmm, it's a bit hard to say just looking at that. You might have added on the extra animation play when the actors come with BSD animation by default. So it's getting two messages at once.
I've made up a little map which uses the armory as the host, I've gotten no immediate errors with it, I'll upload it here so you can have a look at it.
0
Are you using the default doodad or have you altered it? If you're using the default, what's the name of the actor and I'll have a look at it?
0
Never actually tried doing what you're doing, but would making four BSD animation events based on behaviour on condition work?
Looking at the A.R.E.S actor, It's forms are under the animations Stand A, Stand B, Stand C, Stand Work. So for your BSD animations, you could cut out the opening, and just use content and closing.
0
This was just a quick 30 minute put together, to show others what the typical new years in the down under looks like. Here's a description of the pictures in order:
1. New years in Australia is during our summer, where it's stinking hot and that means it's the best time to fire up that heat furnace called a Barbecue.
2. There you have the person cooking the BBQ, and his two wingmen who stand there drinking a few beers while talking. Once the meats cooked the wingmen will purposely use the phrase 'WE cooked the meat'
3. The meat smelled fantastic while it was cooking, when it's placed on the table it looks more like fresh road kill, so you keep a bit of distance, grab a bit here and there and try to enjoy it. Give it to the dog if possible.
4. It wouldn't be Straya without a couple of Dingos who caught the scent, stand behind the scenes and wait. Everyone notices them, but no one mentions them. However each person plans on not being the last person around, when the Dingos outnumber the people...
5. Heres you, sitting on your computer, on New Years Eve, because you don't have time to deal with these plebs. But someone always has to try come up and talk to you so you half talk to them and half stare at your computer waiting for them to leave.
6. Everybody says fireworks are illegal to obtain (Excluding NT, but no one cares about NT) but somehow there's always some procured to the party, normally by a pair of show offs who in a couple years time end up on the news being part of some accident.
7. And here we have the Roos. They have snuck up to loot the drinks pile, one person has noticed and grabbed a weapon to try shoo them off, but knows that one can kill you without trouble, so when he sees four he kind of stands back hoping the Kangaroos will back off. But they never do...
8. Lastly, you have the Rich Man in the family, has an international model for a girlfriend and a quirky looking friend. They will say hello and good bye, but spend the rest of their time talking amongst themselves by the cars. They won't acknowledge any early leavers.
0
Hey it looks pretty good man, you should get a gameplay video or something :p
0
You need to set the 'Arc' field in both the weapons and abilities tabs to 0, that way he has to face a target to cast.
0
I think the unit doesn't have the 'turnable' flag enabled by default. You can enable it by going to the unit tab for the field 'flags'