I have a shield bubble effect, which needs to support leaks. If a missile hits the shield, it might leak through, causing that shield to ignore it. However, I might have multiple shields, which makes it somewhat more difficult. I thought of adding a buff that prevents it from doing anything to that missile, but with multiple shields, that is not feasible.
I think something having to do with Markers is required. I want to only ignore missiles with a buff matching the shield itself to be counted.
Shield is unit. it has a behavior attached.
This behavior has a search attached to it's periodic.
The search makes sure the shield does not have the "failed" behavior (which is handled separately, and works perfectly) then searches for all missiles in range.
All missiles are then hit with a massive amount of damage (instant kill can't be registered by a combat reaction, for some reason) which kills it.
The Missile's reaction behavior applies the missile shield impact effect to the shield generator, damaging it.
The shield's combat reaction to fatal damage gives it the "Failed" behavior until it regenerates 100% health.
When the shield reactivates, it instantly kills all missiles in it's aura. This is unwanted. Anything that isn't already in the aura should ignore it, as it supposed to represent a bubble shield, not a missile deletion aura.
I was originally using a ton of shield nodes, in an arc, in front of the terrain-ship, but I gave up after trying to get them all to share life, and then failure buffs, was impossible to resolve. Using a single unit with a catch aura instead.
My current plan is to make the search effect, if a shield is failed, apply a buff to the missile, which gives it shield immunity, hence shields will not destroy it. If it leaks(Chance based on shield health, seperate problem), it will do the same thing. However, I need either two buffs, and two effect trees for the inner and outer shield (and more for potential micro generators you can also build) or else figure out how to only check for buffs from the source unit.
Hopefully that is enough detail. The effect I am going for (and the map I am recreating) is Missile wars from Warcraft III.
If the shield is circular and the missiles would only hit it at a range away from the generator then you could use a Location Range type validator to make sure it doesn't destroy missiles inside the shield bubble.
I would use a Location Range validator so the buff cannot be applied below a certain range, this would cause the ring effect you want.
Look at my power grid map for an option to make adjacent shield fail.
For the pass chance based on adjacent shield health will require a series of validators that compare the shield by combining with greater than and less than intervals. This will give the logic that shield node fails you give missile the buff and then all shields factor that into their normal logic tree that if they have that buff it uses a Switch effect to use various missile damage effects with % chance based on the caster shield status.
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I actually looked at that a while back, and It never worked for me. I tried multiple methods, none of them worked. Also the sample map, as said there, didn't work to start with due to a patch.
The problem with a locational indicator is that it is possible that fast enough missiles would jump from outside to inside the radius, unless I misunderstand it.
As for the last part, is a bit too complex for me to understand.
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I have a shield bubble effect, which needs to support leaks. If a missile hits the shield, it might leak through, causing that shield to ignore it. However, I might have multiple shields, which makes it somewhat more difficult. I thought of adding a buff that prevents it from doing anything to that missile, but with multiple shields, that is not feasible.
I think something having to do with Markers is required. I want to only ignore missiles with a buff matching the shield itself to be counted.
How is your ability set up currently?
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
Missile is a unit, and hence detectable.
Shield is unit. it has a behavior attached. This behavior has a search attached to it's periodic. The search makes sure the shield does not have the "failed" behavior (which is handled separately, and works perfectly) then searches for all missiles in range. All missiles are then hit with a massive amount of damage (instant kill can't be registered by a combat reaction, for some reason) which kills it. The Missile's reaction behavior applies the missile shield impact effect to the shield generator, damaging it. The shield's combat reaction to fatal damage gives it the "Failed" behavior until it regenerates 100% health.
When the shield reactivates, it instantly kills all missiles in it's aura. This is unwanted. Anything that isn't already in the aura should ignore it, as it supposed to represent a bubble shield, not a missile deletion aura.
I was originally using a ton of shield nodes, in an arc, in front of the terrain-ship, but I gave up after trying to get them all to share life, and then failure buffs, was impossible to resolve. Using a single unit with a catch aura instead.
My current plan is to make the search effect, if a shield is failed, apply a buff to the missile, which gives it shield immunity, hence shields will not destroy it. If it leaks(Chance based on shield health, seperate problem), it will do the same thing. However, I need either two buffs, and two effect trees for the inner and outer shield (and more for potential micro generators you can also build) or else figure out how to only check for buffs from the source unit.
Hopefully that is enough detail. The effect I am going for (and the map I am recreating) is Missile wars from Warcraft III.
If the shield is circular and the missiles would only hit it at a range away from the generator then you could use a Location Range type validator to make sure it doesn't destroy missiles inside the shield bubble.
I would use a Location Range validator so the buff cannot be applied below a certain range, this would cause the ring effect you want.
Look at my power grid map for an option to make adjacent shield fail.
For the pass chance based on adjacent shield health will require a series of validators that compare the shield by combining with greater than and less than intervals. This will give the logic that shield node fails you give missile the buff and then all shields factor that into their normal logic tree that if they have that buff it uses a Switch effect to use various missile damage effects with % chance based on the caster shield status.
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 actually looked at that a while back, and It never worked for me. I tried multiple methods, none of them worked. Also the sample map, as said there, didn't work to start with due to a patch.
The problem with a locational indicator is that it is possible that fast enough missiles would jump from outside to inside the radius, unless I misunderstand it.
As for the last part, is a bit too complex for me to understand.