Hello,
pretty much the thread title says it all. The explained description is here:
Unit shoots a missile, which hits an enemy (easy), and then applies a buff for 6 seconds. That buff continuesly checks a validator which sees if enemy unit attacks or no. If he attacks, he instantly receives 20 damage.
Where I failed - I've made the launch, and the behavior, but now, the behavior wireframe appears only when enemy unit attacks, and doesn't do anything.
Well, I'm not sure if this is necessarily the best way of doing it, but could simply disable their current weapon, and attach a weapon to the behavior which causes damage to the attacker rather than the target. I'll see if any other methods exist in the meantime.
@title
To disallow attacking, disable (suppress?) the attack ability within the buff's modifications in the ability tab.
This will disable the unit's ability to attack as long as the behavior is active.
Using Negative values under Modification: Combat in the behavior (make sure the behavior is a buff) would also make the unit damage itself while this buff is active. This is under the Leech section, keep in mind this is fractional though, so if they do 20 damage anyways, you will just set the value of whatever type of attack it is (melee/ranged/spell/splash) to -1, but if it like 12, you will have to use something like -1.67 to get the desired effect. This would be a much simpler way of achieving this.
It does exist - I've seen it in a custom game, though I don't know how it is produces. Basically I want enemy to receive damage if he attacks (if that's clearier)
Deadzergling: that is a good method indeed, I am going to test it :)
Edit: oh no, the fraction is not what I want... :( Isn't there any other way?
So you want the buff to have a damage response on Attacker that uses a Damage effect on the source/target of aplication effect that does 20 damage each time the targeted unit attacks?
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Well the most clear explanation would be: enemy unit receives flat amount of damage if he makes an attack animation (aka attack). I don't know how much clear I should be. Your method explained earlier doesn't work sometimes, as I tested it on several units, and those who have different attack (ie Broodlord) don't receive damage.
It's a disruptor ability, that makes enemy player not to attack anyone for certain amount of time, or he will receive damage otherwise.
Which part is hard to understand? I will try to explain. Thank you for trying btw :)
"So you want the buff to have a damage response on Attacker that uses a Damage effect on the source/target of aplication effect that does 20 damage each time the targeted unit attacks?"
That was quite hard to understand, and I don't know if it's like that. I want the Caster to fire a ball, which hits Enemy unit and apply an Effect of Apply Behavior, which hits the Enemy unit if he Attacks.
It will not work on a broodlord as the broodlord has no functional weapon. The ammo units generated by the Arm Magazine ability do the attacking using the target of the brood lord's Attack type ability as a scope. For that situation you would need to apply it to the ammo units on creation as a secondary periodic which then feedback to the source.
Well, that is a problem to get working on multiple units like that. The reverse leech would work, but would have to use different behaviors for all sorts of different units, and as drsuper mentioned, this would be problematic on guardians since they don't attack directly, and the number of behaviors would get pretty outrageous. The other option, attaching a weapon that hurts the attacker to the behavior, but this would be a pain in the ass as well, as you'd have to set all weapons to not have linked cooldowns, and have to use different weapons for different units as their rates of attack would be different otherwise.
Edit: A third option, which is a pain in the ass as well, is to connect a 20 damage effect to caster to all weapons that any possible enemy could use, and have it use your 6 second behavior as a validator.
A fourth option might be to invoke triggers based off a dummy effect that always damages the caster unit. Clear as mud right?
Not sure I know of a non-pain in the ass way of doing this, be much easier if you settled for it doing a percentage of the enemies base damage, lol.
I think he means brood lords as Guardians are SC1 and only have the missile model in SC2.
Actually that is a good idea as buffs can add weapons which if you create a new one would not have linkage issues and can be made hidden. Just need the self damage weapon have instant fire but apply a counter buff to the caster that disables it until the unit attacks again using a different weapon (remove validator and a Weapon Firing validator). Down side is it would still suck with broodlord/carrier.
Brood lords, guardians, whatever, I still expect to build dragoons rather then the lame stalkers too, lol. I'm not a big fan of some of the newer units for certain.
I don't know if I understood you correctly, but aside from the leech method I really can't see a good one, which would work. Maybe I missed something you said? - I'm sorry.
Although really, isn't there any bug-free method? Maybe involving triggers? Or maybe add in actor even, that when unit makes attack animation and has that effect/behavior on him, he receives a damage effect?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hello, pretty much the thread title says it all. The explained description is here: Unit shoots a missile, which hits an enemy (easy), and then applies a buff for 6 seconds. That buff continuesly checks a validator which sees if enemy unit attacks or no. If he attacks, he instantly receives 20 damage. Where I failed - I've made the launch, and the behavior, but now, the behavior wireframe appears only when enemy unit attacks, and doesn't do anything.
What is the correct way of achieving it? :)
@Simoneon: Go
Well, I'm not sure if this is necessarily the best way of doing it, but could simply disable their current weapon, and attach a weapon to the behavior which causes damage to the attacker rather than the target. I'll see if any other methods exist in the meantime.
@title
To disallow attacking, disable (suppress?) the attack ability within the buff's modifications in the ability tab.
This will disable the unit's ability to attack as long as the behavior is active.
@Simoneon: Go
Using Negative values under Modification: Combat in the behavior (make sure the behavior is a buff) would also make the unit damage itself while this buff is active. This is under the Leech section, keep in mind this is fractional though, so if they do 20 damage anyways, you will just set the value of whatever type of attack it is (melee/ranged/spell/splash) to -1, but if it like 12, you will have to use something like -1.67 to get the desired effect. This would be a much simpler way of achieving this.
It does exist - I've seen it in a custom game, though I don't know how it is produces. Basically I want enemy to receive damage if he attacks (if that's clearier)
Deadzergling: that is a good method indeed, I am going to test it :) Edit: oh no, the fraction is not what I want... :( Isn't there any other way?
@Simoneon: Go
I think I need more information to possibly come up with anything else, what exactly do want to have happen?
So you want the buff to have a damage response on Attacker that uses a Damage effect on the source/target of aplication effect that does 20 damage each time the targeted unit attacks?
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
@Deadzergling: Go
Well the most clear explanation would be: enemy unit receives flat amount of damage if he makes an attack animation (aka attack). I don't know how much clear I should be. Your method explained earlier doesn't work sometimes, as I tested it on several units, and those who have different attack (ie Broodlord) don't receive damage.
It's a disruptor ability, that makes enemy player not to attack anyone for certain amount of time, or he will receive damage otherwise.
Which part is hard to understand? I will try to explain. Thank you for trying btw :)
"So you want the buff to have a damage response on Attacker that uses a Damage effect on the source/target of aplication effect that does 20 damage each time the targeted unit attacks?" That was quite hard to understand, and I don't know if it's like that. I want the Caster to fire a ball, which hits Enemy unit and apply an Effect of Apply Behavior, which hits the Enemy unit if he Attacks.
It will not work on a broodlord as the broodlord has no functional weapon. The ammo units generated by the Arm Magazine ability do the attacking using the target of the brood lord's Attack type ability as a scope. For that situation you would need to apply it to the ammo units on creation as a secondary periodic which then feedback to the source.
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
@Simoneon: Go
Well, that is a problem to get working on multiple units like that. The reverse leech would work, but would have to use different behaviors for all sorts of different units, and as drsuper mentioned, this would be problematic on guardians since they don't attack directly, and the number of behaviors would get pretty outrageous. The other option, attaching a weapon that hurts the attacker to the behavior, but this would be a pain in the ass as well, as you'd have to set all weapons to not have linked cooldowns, and have to use different weapons for different units as their rates of attack would be different otherwise.
Edit: A third option, which is a pain in the ass as well, is to connect a 20 damage effect to caster to all weapons that any possible enemy could use, and have it use your 6 second behavior as a validator.
A fourth option might be to invoke triggers based off a dummy effect that always damages the caster unit. Clear as mud right?
Not sure I know of a non-pain in the ass way of doing this, be much easier if you settled for it doing a percentage of the enemies base damage, lol.
@Deadzergling: Go
I think he means brood lords as Guardians are SC1 and only have the missile model in SC2.
Actually that is a good idea as buffs can add weapons which if you create a new one would not have linkage issues and can be made hidden. Just need the self damage weapon have instant fire but apply a counter buff to the caster that disables it until the unit attacks again using a different weapon (remove validator and a Weapon Firing validator). Down side is it would still suck with broodlord/carrier.
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
@DrSuperEvil: Go
Brood lords, guardians, whatever, I still expect to build dragoons rather then the lame stalkers too, lol. I'm not a big fan of some of the newer units for certain.
I don't know if I understood you correctly, but aside from the leech method I really can't see a good one, which would work. Maybe I missed something you said? - I'm sorry.
Although really, isn't there any bug-free method? Maybe involving triggers? Or maybe add in actor even, that when unit makes attack animation and has that effect/behavior on him, he receives a damage effect?