I've recently come up with an idea for an ability, but it has one problem. Basically, once activated, the ability should use a search effect to choose 2 (or whatever number you like, >1) targets and then launch 2 separate effects on them. The problem is that the effects should somehow communicate not to get launched at the same target. The behavour-validator solution seems too risky as both effects are started simultaneously. Is this possible at all?
Edit: Oh wait, guess i've just asked a very stupid thing, since a search effect automatically launches a separate effect for each unit in the area >_<
but ok, then the next question is - is there any way for the unit's actor to distinguish these two effects, and, let's say, launch their visual parts from different arms?
Marauder doesn't launch both grenades simultaneously. In my case i can either use two different search effects, but this will lead to the problem of separating targets; or use one, but then both attcks will be launched from the same attachment point.
@MasterWrath: Go It doesn't really need to be the same effect. It doesn't need to be a single search. Just exclude the first target in the second search and handle effects separately.
you cannot do one persistant effect that searches 2 times 1 unit with a little delay in between? the delay can be used to add a behavior to the target and the caster which could be validated inside actors easily.
Actually, it seems to me that a human eye just can't spot where exactly the projectile is fired from, at least in my case, lol. Guess i've created a problem from nothing again...
@FunBotan: Go I will answer it anyway just in case somebody else comes here searching.
To exclude the target in the second search, it should be possible to add it to the exclude cases setting it to target and referencing the first search effect as the source of the target value. If both search effects are in the same effect chain (in the same persistent in this case) the game can find the correct value. For this you can't use the same search effect twice, you must make them separate effects so the game won't find the second search instead of the first.
Use markers to prevent hitting the same unit twice with both and use a Launch Missile effect or a dummy Damage effect so you can have Action actors playing the visuals of the launch which will allow the use of an Attach Method to swap between attachment points.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I've recently come up with an idea for an ability, but it has one problem. Basically, once activated, the ability should use a search effect to choose 2 (or whatever number you like, >1) targets and then launch 2 separate effects on them. The problem is that the effects should somehow communicate not to get launched at the same target. The behavour-validator solution seems too risky as both effects are started simultaneously. Is this possible at all?
Edit: Oh wait, guess i've just asked a very stupid thing, since a search effect automatically launches a separate effect for each unit in the area >_<
but ok, then the next question is - is there any way for the unit's actor to distinguish these two effects, and, let's say, launch their visual parts from different arms?
@FunBotan: Go
check out the marauder, he changes the launch position with each attack (does he?, at least there are units who do so, check their actors out)
@FunkyUserName:
Marauder doesn't launch both grenades simultaneously. In my case i can either use two different search effects, but this will lead to the problem of separating targets; or use one, but then both attcks will be launched from the same attachment point.
@FunBotan: Go Not actually, the action actor controlling attachments can unique to each effect.
@SoulFilcher: Go
Yes but he wants to distinguish between two different instances of the same effect.
I don't believe this is possible.
@MasterWrath: Go It doesn't really need to be the same effect. It doesn't need to be a single search. Just exclude the first target in the second search and handle effects separately.
@SoulFilcher:
Ok, but how exactly should i exclude it?
P.S. Looks like pretty pointless work, i'd better find a point to attach both effects to.
@FunBotan: Go
you cannot do one persistant effect that searches 2 times 1 unit with a little delay in between? the delay can be used to add a behavior to the target and the caster which could be validated inside actors easily.
@FunkyUserName:
If only i knew how to add this delay...
@FunBotan: Go
the duration of one period, or you do one periodic effect and one end effect with the end delay set. it's all there in the persistant effect
Actually, it seems to me that a human eye just can't spot where exactly the projectile is fired from, at least in my case, lol. Guess i've created a problem from nothing again...
@FunBotan: Go
i will remember that the next question lol
@FunBotan: Go I will answer it anyway just in case somebody else comes here searching.
To exclude the target in the second search, it should be possible to add it to the exclude cases setting it to target and referencing the first search effect as the source of the target value. If both search effects are in the same effect chain (in the same persistent in this case) the game can find the correct value. For this you can't use the same search effect twice, you must make them separate effects so the game won't find the second search instead of the first.
Use markers to prevent hitting the same unit twice with both and use a Launch Missile effect or a dummy Damage effect so you can have Action actors playing the visuals of the launch which will allow the use of an Attach Method to swap between attachment points.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg