The problem is that animation playing too fast (cuz of my prep time), If i set time to play for 1 second for example, it will played not until end and stops after 0.5 seconds. I want my animation to be played few seconds more after the missile has launched, but i still need the possibility to cancel ability animation. How to solve this?
I will be more specific: How to clear animation when any abli exept this one cast?? I know that it is possible in triggers but im searching for clean data solution
Can someone tell how to use data value with trigger. I saw such function in trigger but i didnt understand where to define desired field. I am trying to get weapon coldown value and set it as animation speed to fix my problem.
Please guys!
I've noticed that when i'm decreasing coldown on my unit's weapon it scaling speed of attack animation automaticaly.
But when i made my own trigger which is launching attack animation it doesn't scale properly, depending on weapon coldown. When weapon coldown is less than duration of attack animation, it just doesnt play it until end and starting another sequence. Please help to fix this, here is my trigger ( attaching the map cuz my editor's version is not english)
Just set the weapon coldown to 0.5 to see my problem.
Is there more efficient solution? I saw such feature in warcraft 3 where blademaster hero used another animation for critical strikes. Do you know how this feature was implemented there?
Hey guys, have a problem. My weapon has a set of effects, one of them has a 30% chance to occur. I want my unit play different animation for this special attack. So what should i do to make it work?
Glooboo, i can create such kind of stuff, but if someone will post here map with dialogs linked to behaviours or any example of how to modify data values through dialog box that will be much more usefull, but thanks anyway.
Screenshots will be less efiicient cuz i have russian version of the editor and all this stuff seems to be translated not correctly
Hey guys, I am searching for some maps with a simple dialog implementations. Could you post here some example maps (im new with triggers, so do not need too advanced stuff), so i will be able to learn from.
My goal is to create a button in dialog box that will open attributes window, where i can spend my attribute points.
I am recently working on locus swarm style ability. i made it with strafe weapon, but now i want to try another thing. So my caster will spawn a few missiles from desired attachment point ( it does matter) after that this units start orbit around it. I want two units orbit clockwise another two counterclockwise, every unit need his orbit to be little higher than previous. Also i would like to add three phases of this ability, for example in first phase radius of this rotation is X, in second phase its Y, on third its set back to X and after that units return to caster and heals depending on how many missiles returned.
Okay i write alot but as for now i just want to make one missile, that is launched from caster and starts to orbit around with fixed radius.
Guys just started messing with movers. Is there any chance to make missile permanently rotating around desired unit while following it (but not hit this unit). I tried to make it but my missiles always travels in some direction but not rotating around one point.
Man, probably its my fault but you dont get the point. I want this tentacle looks like arc, not just like stretched rope. so i want it start in launching point the mid point of this tentacle has some height and endpoint in my launching location, and i want this state when my missile is already launched, so i assume missile mover will not help.
The question is about making this tentacle bend in parabolic way, where do i set this things. Because my launch point and impact point laying almost in the same plane. So i dont want it just stretch between them.
0
Okay guys, so i have :
Type of ability - Effect-target, launch missile
Preparation time 0.5 sec
i have actor events:
abil.MYABIL.SourcePrepStart - play abil animation
abil.MYABIL.SourcePrepStop - clear abil animation
The problem is that animation playing too fast (cuz of my prep time), If i set time to play for 1 second for example, it will played not until end and stops after 0.5 seconds. I want my animation to be played few seconds more after the missile has launched, but i still need the possibility to cancel ability animation. How to solve this?
I will be more specific: How to clear animation when any abli exept this one cast?? I know that it is possible in triggers but im searching for clean data solution
0
Can someone tell how to use data value with trigger. I saw such function in trigger but i didnt understand where to define desired field. I am trying to get weapon coldown value and set it as animation speed to fix my problem. Please guys!
0
Hey guys, need some help.
I've noticed that when i'm decreasing coldown on my unit's weapon it scaling speed of attack animation automaticaly. But when i made my own trigger which is launching attack animation it doesn't scale properly, depending on weapon coldown. When weapon coldown is less than duration of attack animation, it just doesnt play it until end and starting another sequence. Please help to fix this, here is my trigger ( attaching the map cuz my editor's version is not english)
Just set the weapon coldown to 0.5 to see my problem.
0
Is there more efficient solution? I saw such feature in warcraft 3 where blademaster hero used another animation for critical strikes. Do you know how this feature was implemented there?
0
it doesn't work because my weapon already has animation. It will force my model play two animations at the same time, i tried it and that was buggy.
0
Hey guys, have a problem. My weapon has a set of effects, one of them has a 30% chance to occur. I want my unit play different animation for this special attack. So what should i do to make it work?
0
I can't just modify attribute behaviours directly? omg?
0
That is very helpfull Siretu thanks.
Glooboo, i can create such kind of stuff, but if someone will post here map with dialogs linked to behaviours or any example of how to modify data values through dialog box that will be much more usefull, but thanks anyway.
Screenshots will be less efiicient cuz i have russian version of the editor and all this stuff seems to be translated not correctly
0
Hey guys, I am searching for some maps with a simple dialog implementations. Could you post here some example maps (im new with triggers, so do not need too advanced stuff), so i will be able to learn from.
My goal is to create a button in dialog box that will open attributes window, where i can spend my attribute points.
0
bump... C'mon guys, so powerful editor cant handle this thing? .. i am disapointed. Just want units smoothly rotating around another dynamic unit.
0
I am recently working on locus swarm style ability. i made it with strafe weapon, but now i want to try another thing. So my caster will spawn a few missiles from desired attachment point ( it does matter) after that this units start orbit around it. I want two units orbit clockwise another two counterclockwise, every unit need his orbit to be little higher than previous. Also i would like to add three phases of this ability, for example in first phase radius of this rotation is X, in second phase its Y, on third its set back to X and after that units return to caster and heals depending on how many missiles returned.
Okay i write alot but as for now i just want to make one missile, that is launched from caster and starts to orbit around with fixed radius.
0
Well thanks for advise Kueken, and yes this is exactly what i want. Now i know the mechanics of tentacle attacks.
0
Guys just started messing with movers. Is there any chance to make missile permanently rotating around desired unit while following it (but not hit this unit). I tried to make it but my missiles always travels in some direction but not rotating around one point.
0
Man, probably its my fault but you dont get the point. I want this tentacle looks like arc, not just like stretched rope. so i want it start in launching point the mid point of this tentacle has some height and endpoint in my launching location, and i want this state when my missile is already launched, so i assume missile mover will not help.
0
The question is about making this tentacle bend in parabolic way, where do i set this things. Because my launch point and impact point laying almost in the same plane. So i dont want it just stretch between them.