I want to create an ability that lets the caster unit charge towards a target location, with the speed of 10, leaving behind a trail of dummy units (with AOE damage behavior), I want the units to be spawned every 0.3 range, and only be spawned when charging.
When the caster reaches the target location, I want to launch an effect that creates an explosion, and stops the dummy units from spawning.
How can I do this?
I know how to make the dummy units have AOE damage, and how to create the explosion, but not how to make the caster charge and the dummy units spawn every 0.3 range.
Just apply a buff to the unit charging that uses a periodic Create Unit effect. Have the ability use a Set effect that has an Issue Order effect to order the unit to move to the target location and an Apply Behavior effect. You maybe want a second buff that uses a rapid Apply Force buff to push the unit from behind to reduce collision issues. The charge/mine laying buff use the flags to prevent giving other orders while charging. The mines have a suicide buff added via the effect field of the Create Unit effect that is removed when the caster no longer has the chaarge buff and on removal kills the mine.
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You could use a Unit Order Queue to determine when it stops moving or a Location Range validator that compares the target location of the first Set effect in the effect tree to the caster unit.
Just have one of those validators remove the spawning and charging buffs while the buffs on the spawned units which were applied by the creating effect will still see the creating unit as the caster. Have the buffs on the spawned units be removed when the caster no longer has the one buff, on removal as a final effect they do the detonation.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I want to create an ability that lets the caster unit charge towards a target location, with the speed of 10, leaving behind a trail of dummy units (with AOE damage behavior), I want the units to be spawned every 0.3 range, and only be spawned when charging.
When the caster reaches the target location, I want to launch an effect that creates an explosion, and stops the dummy units from spawning.
How can I do this?
I know how to make the dummy units have AOE damage, and how to create the explosion, but not how to make the caster charge and the dummy units spawn every 0.3 range.
@Demtrod: Go
have you looked at onetwo's tut on slow motion effect. i think there is a video on youtub. or try this http://www.sc2mapster.com/forums/resources/tutorials/27134-slow-motion-trails-tutorial/ also "Charge on target point instead of unit" article in Development >Data forum.
uhm, yeah - but well that's actors, I need either persistant effects or dummy units - I'll check the other thread out though.
Just apply a buff to the unit charging that uses a periodic Create Unit effect. Have the ability use a Set effect that has an Issue Order effect to order the unit to move to the target location and an Apply Behavior effect. You maybe want a second buff that uses a rapid Apply Force buff to push the unit from behind to reduce collision issues. The charge/mine laying buff use the flags to prevent giving other orders while charging. The mines have a suicide buff added via the effect field of the Create Unit effect that is removed when the caster no longer has the chaarge buff and on removal kills the mine.
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
I'll give this a try, thanks:)
How do I make it determine when the unit reach the destination? (And launch the explosion effect?)
You could use a Unit Order Queue to determine when it stops moving or a Location Range validator that compares the target location of the first Set effect in the effect tree to the caster unit.
Just have one of those validators remove the spawning and charging buffs while the buffs on the spawned units which were applied by the creating effect will still see the creating unit as the caster. Have the buffs on the spawned units be removed when the caster no longer has the one buff, on removal as a final effect they do the detonation.
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