Actors - wtf dawg

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RazorclawX
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Re: Actors - wtf dawg

Post by RazorclawX »

I think you're trying to do something too complicated for your skill level. Why don't you figure out how to make a SINGLE missile fly first?
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Re: Actors - wtf dawg

Post by IskatuMesk »

Well, that's what I'm playing with right now. My current goal is to access the Hybrid's spell cast anim for his attack and then create a fireball, now that I know how to change the color and HDR of stuff through actors.
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Re: Actors - wtf dawg

Post by Xenon »

Well, the previous experiments had a missile unit to begin with; I managed to make the "cloud" appear above the target during the delay (a red irradiate effect) but have no idea how to attach the launch point to it because it isn't a unit.
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Re: Actors - wtf dawg

Post by Alevice »

IskatuMesk wrote:Argh.

Can't you like, create one missile that doesn't move anywhere and has a timer before it explodes, then basically do what you did with the cluster munition and spawn the real missiles from its death?

Also...

http://a.imageshack.us/img339/6104/scre ... 409152.jpg
I would suggest give the missile a timed life, that on death, it spawns a plethora of units.
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Re: Actors - wtf dawg

Post by IskatuMesk »

So far after a looot of work I've got the fireball shooting... but along the ground again. Sigh. Also when I change a name reference in the events editor in Actors and save it, it doesn't change on the main listing. Does that break stuff?
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Re: Actors - wtf dawg

Post by Xenon »

By main listing do you mean the stuff at the top under "token"? I think that's just a reference for the other stuff.

The art-missile stuff in the attack actor is confusing; I think you need to have it point to the missile actor for the projectile, but I don't know whether you have to create a new missile unit type and missile actor type for each attack. (The dang Mutalisk attack has 3 different missile units and missile actors. :P)
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Re: Actors - wtf dawg

Post by IskatuMesk »

So far I think you're right about the art-missile thing.

Damn, the Terran building fire generates particles much too slowly to be good for a Fireball. Ho hum...

/e

Okay, Colossi hit effect works fine for now.

Now, why does the explosion change size depending on what units I attack? I sure hope this isn't the same gay shit wc3 was pulling...

/e

Hm... I wonder if this inheritance thing has any bearing on targets. "Accepted property transfers". If this does what I think it does, it might be effecting the scale of everything. That, sir, would be unacceptable.

I'm re-reading your posts in the previous thread with cluster munitions and am utterly horrified that I think I can understand about half of it. Unfortunately that makes me no closer to making my own, super cheap version of meteor shower.

/e

BE DAMNED IF I CAN FIGURE OUT HOW TO SPAWN SHIT IN THE SKY

/e

Okay, I gave up on the Meteor for now although I think I know how to make the Terran building fire animate faster and thus spawn more particles now.

For the life of me I can't figure out why the damn fireball explosion keeps rescaling on impact. I turned that off in all the actors and it's still doing it. The model thing offers no halp. So I spent a few minutes to throw together a conceptual Thunderer, and gave the Fireball some splash to boot.

Image

It doesn't look like you can throw HDR modifiers onto models, only though the events in Actors. Which is a bit of a problem for models you point to for firing and impact...

I screwed with the mover and tried to get it to flail around in the air but despite throwing big numbers everywhere it just keeps on going in its straight line.
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Re: Actors - wtf dawg

Post by IskatuMesk »

Okay, I think I might be ready to tackle Persistent effects. Or whatever the hell they're called. To my knowledge it's through these that you achieve major functionality with projectiles, right? EXPLAIN GOGOGO :D:D:D:D

Also how do you attach effects to units?
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Re: Actors - wtf dawg

Post by Alevice »

through a bheavior
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Re: Actors - wtf dawg

Post by IskatuMesk »

Getting no farther in my efforts to make meteor shower or understand persistent effects. I blame most of that on depression, though.

Image

Tried to base him on the Zergling but no matter what I did I could not get a duplicate zergling to work at all. Horray for alpha software.
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Re: Actors - wtf dawg

Post by Ricky_Honejasi »

IskatuMesk wrote:Tried to base him on the Zergling but no matter what I did I could not get a duplicate zergling to work at all. Horray for alpha software.
I had odd issues when duplicating the zergling (especially its burrow equivalent) during the beta since the burrow duplicate kept some kind of reference to the original zergling and so any rename affected the original Zergling and such. I had to find that reference for the duplicated burrow version and modify it so I could make it truly dependent on its non-burrow duplicated equivalent instead.

As for duplicating in general, I duplicate the unit and when it prompts me to pick other stuff to duplicate, I usually duplicate the actor (under unit duplication) along with it to greatly minimize most issues.
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Re: Actors - wtf dawg

Post by IskatuMesk »

You duplicate the actor, the model, the associated effects and weapons, and anything else you think you'll be changing (in my case this includes death and attack sounds as well).

Duplicating the Zealot seems to be working fine thus far.
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Re: Actors - wtf dawg

Post by RazorclawX »

For units I usually just copy the Actor; I copy the abilities and the weapons separately.
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Re: Actors - wtf dawg

Post by IskatuMesk »

No takers on persistent effects, eh? Very well.

Oh, and every time I start the editor, even multiple times a day, I get this;


Image

Having to log in to the editor constantly is a serious, pointless pain in the ass. I mean I'm more than willing to test alpha software for a community developer but NOT for a company who should have put more than a week into making this fucking thing.
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Re: Actors - wtf dawg

Post by Alevice »

Whats your confusion with persistent effects? I think they are pretty straightforward, they just call X effect Y times with a delay of Z between each, where X is the effect asigned to PeriodicEffectArray, Y the value assigned at PeriodCount and Z the value assigned at PeriodicPeriodArray.
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