I think I understand it slightly, only for simple spells or attacks. But when it's something that is beyond just a simple attack or spell I'm not sure how to think of making it. Say you want a ball of energy to move to the selected area and it attacks anything in the way of it's path to that area and once there continues to attack. Lets say you want a unit to use a final ability when he dies, instead of dying he lives for 30 more seconds but he's invulnerable, higher attack power and movement speed.
The first one sounds like creating a new unit that would follow that command with an attack move towards the location. The second though I don't know, if he dies isn't he dead for good? Am I right on the first one though?
Okay so what you want isn't what I said before. I would use a escort unit like the brooding escort. Just make it a fireball and give it an attack it can do while moving without attacking.
I find the most important thing is to know (and I'm sure you know this) what these are. I figured out how they worked on my own in one day. If you know how they are linked its pretty obvious what causes what. If you know what they do, and how they do it, then you can figure out how to change what they do.
Unit = Unit
Actor = What you see
Ability = What your unit can do
weopen = Basically an ability, but is automatically is done by the attack ablitty.... i guess
effect = What happens when something happens
buff = A lasting effect on a unit.
I think i remember reading about detecting killing blows on a unit for a trigger to resurrect a dead hero, so maybe you can detect when your energy ball is receiving its killing blow and instead of it dieing set the units hp to stop at 1 and then apply your other bahaviours or flags onto your unit
I forgot about those. I was having problems with those since I wanted them to follow in ghostly movement so I started reading up on movers and then school started getting more hard so I had to postpone that. I should go back to that and see what I had. Sorry, is there something that can detect the killing blow? If so that would make it so much easier.
The buff type behaviors have an effect handled and damage fatal field (look up the valerian3a hero unconsious behaviour as that applies an effect when damage would be fatal).
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I think I understand it slightly, only for simple spells or attacks. But when it's something that is beyond just a simple attack or spell I'm not sure how to think of making it. Say you want a ball of energy to move to the selected area and it attacks anything in the way of it's path to that area and once there continues to attack. Lets say you want a unit to use a final ability when he dies, instead of dying he lives for 30 more seconds but he's invulnerable, higher attack power and movement speed.
The first one sounds like creating a new unit that would follow that command with an attack move towards the location. The second though I don't know, if he dies isn't he dead for good? Am I right on the first one though?
Okay so what you want isn't what I said before. I would use a escort unit like the brooding escort. Just make it a fireball and give it an attack it can do while moving without attacking.
I find the most important thing is to know (and I'm sure you know this) what these are. I figured out how they worked on my own in one day. If you know how they are linked its pretty obvious what causes what. If you know what they do, and how they do it, then you can figure out how to change what they do.
Unit = Unit
Actor = What you see
Ability = What your unit can do
weopen = Basically an ability, but is automatically is done by the attack ablitty.... i guess
effect = What happens when something happens
buff = A lasting effect on a unit.
Is there a premade model for fireball that he can assign to his actor? or would this be something you need to create in 3dsmax?
Yamato cannon is sufficiently fireballish.
I think i remember reading about detecting killing blows on a unit for a trigger to resurrect a dead hero, so maybe you can detect when your energy ball is receiving its killing blow and instead of it dieing set the units hp to stop at 1 and then apply your other bahaviours or flags onto your unit
@grenegg: Go
I forgot about those. I was having problems with those since I wanted them to follow in ghostly movement so I started reading up on movers and then school started getting more hard so I had to postpone that. I should go back to that and see what I had. Sorry, is there something that can detect the killing blow? If so that would make it so much easier.
The buff type behaviors have an effect handled and damage fatal field (look up the valerian3a hero unconsious behaviour as that applies an effect when damage would be fatal).
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