| 11-20-2007, 04:53 AM | #1 |
i have a spell thats based of storm bolt and i have a missile for it but i want there to be an explosion on the target when the missile hits and the missile's death animation doesn't have one. I've tried fiddling around with the different values in editor but I'm missing something. whats the value to to make that happen. Effects? Special? Target? i tried a buff to but that doesn't work, just makes the stun disappear. The spell only stuns for 0.01 seconds because thats the shortest it will last for. I'm interested in the homing part of the spell and the damage. I also want to do it with out triggers. |
| 11-20-2007, 05:36 AM | #2 |
In the buff, add another field using overhead or whatever and attach the explosion. However... there is a draw back... you... must make sure that the spell doesn't have a stand animation that lasts for too long. Things like the Steam Engine are good. |
| 11-20-2007, 05:57 AM | #3 |
hmm, i tried making a buff based off of stun (not paused, although what buff i used shouldn't matter) and I assigned my explosion to the Art - Target and the location to origin and its still not working. the explosion doesn't have any animations but its very short, about a second. i don't get the steam engine thing either. |
| 11-20-2007, 06:08 AM | #4 |
You also have to check the number of attachment points are equal to or greater than the number of points you're using. |
| 11-20-2007, 06:11 AM | #5 |
they are. or do they have to be for both the buff and the ability? any way im going to bed. ill figure this out tommaro, i hope... |
| 11-20-2007, 06:16 AM | #6 |
You can also have multiple models for attached special effects... but they must correspond in position (e.g top = 1st attachment point) So you can do something like. Special Effects: Stun, Explosion First Attachment Point = head Second Attachment Point = head |
| 11-21-2007, 12:19 AM | #7 |
so if in understanding you correctly, it should work if i just assign, a model, point, and set the number of attachments? I've already tried that though and it hasn't worked... |
