- Joined
- Apr 5, 2009
- Messages
- 83
Solved: All I had to do was simply change the unit's attack type to missile instead of instant and change the projectile art to the custom missile art.
I'm interested in using some of the attack effects from the Konstrukt pack. most of these consist of 1 effect coming out of the barrel of the gun, and another effect which is the projectile. Each have their respective models.
Now Talon the Mage, who obviously has trouble with english, posted this on the subject:
"You create a dummie ability, based on something wich is cast on a single target and has no autocast, lightening shild for example, now modifie the ability so that it deals no damage and has no viewable buff and so on. And now you ad the weopon effekt in "caster" and definie it to be attached at weapon. Now you create a second dummie ability, based on sloworb, give it the other dummie ability insted of the slow, and a 100% chance to be casted. If you give this second dummie ability now a unit, the effect will be displayed during attack. The unit which has the ability has to have a high missile-speed, cause the effekt is displayed in the moment the attaked unit takes dammage."
Questions I have about this:
1. What SPECIFIC modifications should I make to the 1st dummy ability? (I'm using lightning shield). Should I just set all the values to 0? He says "and so on" which could mean any sort of change to the modification and so EXTREMELY nebulous wording. Does anyone know what I should specifically modify? I removed the Stats - Buffs, Mana Cost, Duration - Normal/Hero, and put the cooldown at 0.
2. When I put the "art - caster" on the first dummy ability as the weapon effect model, do I leave the "art - target" blank and just set the string of attachment pt. 1 to the hand with the weapon?
3. Is it the item "Slow (Orb Version)"?(For the 2nd dummy ability that is) If it is that, how do I reference the first custom dummy ability? Which value should be modified? Art - Caster would be a model... and a custom ability isn't a model, but its the only place I can see which might negate the slow effect and replaces it with another ability.
4. What does he mean by "give it the other dummie ability insted of the slow, and a 100% chance to be casted"? What value within the 2nd dummy ability do I use to reference the 1st dummy ability? I see none. (The only one is Art - Caster, but that won't reference custom abilities as far as I can tell)
If someone here could point me to a well made tutorial about changing the unit attack animation using dummy abilities or just clear up my questions it would be eternally appreciated.
Thank you.
I'm interested in using some of the attack effects from the Konstrukt pack. most of these consist of 1 effect coming out of the barrel of the gun, and another effect which is the projectile. Each have their respective models.
Now Talon the Mage, who obviously has trouble with english, posted this on the subject:
"You create a dummie ability, based on something wich is cast on a single target and has no autocast, lightening shild for example, now modifie the ability so that it deals no damage and has no viewable buff and so on. And now you ad the weopon effekt in "caster" and definie it to be attached at weapon. Now you create a second dummie ability, based on sloworb, give it the other dummie ability insted of the slow, and a 100% chance to be casted. If you give this second dummie ability now a unit, the effect will be displayed during attack. The unit which has the ability has to have a high missile-speed, cause the effekt is displayed in the moment the attaked unit takes dammage."
Questions I have about this:
1. What SPECIFIC modifications should I make to the 1st dummy ability? (I'm using lightning shield). Should I just set all the values to 0? He says "and so on" which could mean any sort of change to the modification and so EXTREMELY nebulous wording. Does anyone know what I should specifically modify? I removed the Stats - Buffs, Mana Cost, Duration - Normal/Hero, and put the cooldown at 0.
2. When I put the "art - caster" on the first dummy ability as the weapon effect model, do I leave the "art - target" blank and just set the string of attachment pt. 1 to the hand with the weapon?
3. Is it the item "Slow (Orb Version)"?(For the 2nd dummy ability that is) If it is that, how do I reference the first custom dummy ability? Which value should be modified? Art - Caster would be a model... and a custom ability isn't a model, but its the only place I can see which might negate the slow effect and replaces it with another ability.
4. What does he mean by "give it the other dummie ability insted of the slow, and a 100% chance to be casted"? What value within the 2nd dummy ability do I use to reference the 1st dummy ability? I see none. (The only one is Art - Caster, but that won't reference custom abilities as far as I can tell)
If someone here could point me to a well made tutorial about changing the unit attack animation using dummy abilities or just clear up my questions it would be eternally appreciated.
Thank you.
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