So I have a channeled laser ability from a summoned unit. Basically, it does the damage in periodic ticks for about 9 seconds, and after that, runs a periodic effect to simulate a delay, then fly up into the air and be removed.
It's all working fairly well, but the one problem I have is if the channeled ability is interrupted by its target going out of range, it stops channeling and doesn't do the expire effect, making it disappear.
I do want the spell to be interruptable by leaving range, but I also want it to run the expired effect even if it's interrupted.
You could use a channeled behavior for the caster with 9 seconds duration, a remove validator, which checks the range and the effect - final field will be your expire effect.
So I have a channeled laser ability from a summoned unit. Basically, it does the damage in periodic ticks for about 9 seconds, and after that, runs a periodic effect to simulate a delay, then fly up into the air and be removed.
It's all working fairly well, but the one problem I have is if the channeled ability is interrupted by its target going out of range, it stops channeling and doesn't do the expire effect, making it disappear.
I do want the spell to be interruptable by leaving range, but I also want it to run the expired effect even if it's interrupted.
Any ideas?
better off adding a Check condition Trigger for this.
if target movevs out of range , run expire effect of target unit
something like that .
You could use a channeled behavior for the caster with 9 seconds duration, a remove validator, which checks the range and the effect - final field will be your expire effect.
@Kueken531: Go
Ended up making a periodic effect that runs on the initial effect and makes it depart after 9 seconds. Works pretty well.