The behavior is supposed to create the unit that's killed at the dead units point under the ownership of the killing player... I've added it to a Starport, but when I kill it, no unit is created in it's place.
For a start the spawn owner is wrong on the create unit effect. Secondly I would use a death response and not a damage response. Finally I would advise a simple conversion + heal using a buff similar to neural parasite.
Can you explain why you would use something similar to the neural parasite over this? I'm just curious it'll help me make better choices in the future :) Thx for the help too :)
Basicly when the unit would take fatal damage, it does like the valerian02a heroes and prevents fatal damage before applying a set effect on the attacker via a defender damage response that in turn applies a neural parasite like converson buff to the caster. The buff uses the target of the set effect to determine the player to change ownership to the killing player. At the same time it fully reheals the unit, this has advantages in that buffs and veterancy on the structure could easily be preserved.
Your method would probably work if you made a Create Persistent effect to act as a delay at the caster point before trying to create the unit otheriwse the footprints would prevent placement.
I think DrSuperEvil is right that changing ownership is better, but I disagree about death responses--I've had a lot of trouble getting death responses to work, and fatal damage responses have worked better for me. Also, I could be wrong but I don't think you can copy a unit using a spawn unit effect. I don't think that Target-Origin sets the unit type. You have to explicitly name the unit type under Unit: Spawn Unit. There is a "Copy Unit" flag in the Modify Unit effect, but I have not taken the time to learn what that does yet.
That sounds like it might work, if the unit has no death time, and I think it would have to be Final, not Expire effect--but then there would be no way to reference the killing player, so it really woildn't work for this situation.
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The behavior is supposed to create the unit that's killed at the dead units point under the ownership of the killing player... I've added it to a Starport, but when I kill it, no unit is created in it's place.
For a start the spawn owner is wrong on the create unit effect. Secondly I would use a death response and not a damage response. Finally I would advise a simple conversion + heal using a buff similar to neural parasite.
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
Can you explain why you would use something similar to the neural parasite over this? I'm just curious it'll help me make better choices in the future :) Thx for the help too :)
Basicly when the unit would take fatal damage, it does like the valerian02a heroes and prevents fatal damage before applying a set effect on the attacker via a defender damage response that in turn applies a neural parasite like converson buff to the caster. The buff uses the target of the set effect to determine the player to change ownership to the killing player. At the same time it fully reheals the unit, this has advantages in that buffs and veterancy on the structure could easily be preserved.
Your method would probably work if you made a Create Persistent effect to act as a delay at the caster point before trying to create the unit otheriwse the footprints would prevent placement.
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
@playpong:
I think DrSuperEvil is right that changing ownership is better, but I disagree about death responses--I've had a lot of trouble getting death responses to work, and fatal damage responses have worked better for me. Also, I could be wrong but I don't think you can copy a unit using a spawn unit effect. I don't think that Target-Origin sets the unit type. You have to explicitly name the unit type under Unit: Spawn Unit. There is a "Copy Unit" flag in the Modify Unit effect, but I have not taken the time to learn what that does yet.
With death responses you must be careful not to have channeled stuff or get it to target/launch from a unit, rather use points/outer.
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
instead of a death response you can simply call the create unit effect as expire effect of the behavior
@b0ne123:
That sounds like it might work, if the unit has no death time, and I think it would have to be Final, not Expire effect--but then there would be no way to reference the killing player, so it really woildn't work for this situation.