Every unit has a buff that triggers an apply behavior effect when it gets killed on the killing unit. Now I wanted to visualise this so when a unit kills another and therefore gets the behavior, it gets indicated visually. For this I created an actor (ModelAnimationStyleOneshot) that triggers when the killing unit gets the behavior.
Alright now my problem: If the killing unit kills a unit that already has the behavior (because the unit being killed already killed another earlier), then the actor triggers also on the killed unit. But I want the actor to be shown only on the killing unit; not the unit being killed - in general: only if a unit gets a kill; not when a unit dies.
There must be an obvious reason behind the way I setted this up, but I don't understand it right now :O
I duplicated the Raven-Auto-Turret unit & the unit actor to have a buildable turret by the SCV. I then created an event in the unit actor:
UnitConstruction.AutoTurret2.Start
Create Missile Turret Build
for the terran construction model to be shown.
Problem: As the auto-turret model has no build animations and therefore shows alredy finished from start to end, how could I set up an event, so that the turret model hides or have a lower height position while the construction process & reverts back after construction is finished?
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In reply to DrSuperEvilGamepedia:
It starts with a BehaviorLevel event and there's no At term available unfortunately - but maybe another term ?
Oh I think I got it now. Just changed the event to an EffectStart and added a term AtTargetOuter.
Thank you Dr
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Every unit has a buff that triggers an apply behavior effect when it gets killed on the killing unit. Now I wanted to visualise this so when a unit kills another and therefore gets the behavior, it gets indicated visually. For this I created an actor (ModelAnimationStyleOneshot) that triggers when the killing unit gets the behavior.
Alright now my problem: If the killing unit kills a unit that already has the behavior (because the unit being killed already killed another earlier), then the actor triggers also on the killed unit. But I want the actor to be shown only on the killing unit; not the unit being killed - in general: only if a unit gets a kill; not when a unit dies.
There must be an obvious reason behind the way I setted this up, but I don't understand it right now :O
Maybe there is a flag I have to set on the actor.
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I duplicated the Raven-Auto-Turret unit & the unit actor to have a buildable turret by the SCV. I then created an event in the unit actor:
UnitConstruction.AutoTurret2.Start
Create Missile Turret Build
for the terran construction model to be shown.
Problem: As the auto-turret model has no build animations and therefore shows alredy finished from start to end, how could I set up an event, so that the turret model hides or have a lower height position while the construction process & reverts back after construction is finished?
Found it, just added
UnitConstruction.AutoTurret2.Start
SetHeight -5
UnitConstruction.AutoTurret2.Finish
SetHeight 5
That was easy :)