So I added the Viper's abduct ability based on ReneéSliga's example but it has a placement bug. If I try to abduct a ground unit from a point that is invalid for ground units (ie above water, space) the unit wastes energy but wont abduct the target. I know it's a placement issue but I don't know how to fix it. I tried making the Placement Range in the launch missile effect bigger but it changed nothing. How can I make it so the unit is moved to the nearest valid point?
It's an Effect Target ability that starts with a Launch missile effect. This missile effect has as imapct effect another launch missile that makes the target launch itself to the caster unit. It uses the Infestor's neural parasite tentacle as a missile and the tentacle holds to the target during to whole effect.
The Launch effect that moves the target has 2D, Channeled, Placement and Point Fallback checked. The Placement Range is 3. I thought this value could be the range from the impact point where placement could be validated or something like that but it didn't change a thing when I set it to 5 or more.
@DrSuperEvil: Go My idea was to create a placeholder unit near the caster then move the target ot the placeholder unit if its a ground unit. This way the placeholder ground unit would be spawned in the nearest possible location. What do you think?
EDIT: So far I've been unable to make it work. When I set a Impact Location Effect it stops working no matter what I use as Impact Location Value. If I switch it back to no effect and Caster Point as value it works, but it wont use the placeholder I created :-/
So I found how to use the placeholder unit and placement range in the Launch Missile effect. I just checked the Placement Ignore Cliff Test flag and the target unit is moved to the placeholder unit.
Apologies if this is somewhat of a necro. I found this thread while trying to solve a pathfinding issue with my abduct ability and wasn't able to easly find the thread that SoulFilcher referenced. In case anyone else has this issue, Renee's thread is located here:
So I added the Viper's abduct ability based on ReneéSliga's example but it has a placement bug. If I try to abduct a ground unit from a point that is invalid for ground units (ie above water, space) the unit wastes energy but wont abduct the target. I know it's a placement issue but I don't know how to fix it. I tried making the Placement Range in the launch missile effect bigger but it changed nothing. How can I make it so the unit is moved to the nearest valid point?
Please list all the details of your ability.
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
It's an Effect Target ability that starts with a Launch missile effect. This missile effect has as imapct effect another launch missile that makes the target launch itself to the caster unit. It uses the Infestor's neural parasite tentacle as a missile and the tentacle holds to the target during to whole effect.
The Launch effect that moves the target has 2D, Channeled, Placement and Point Fallback checked. The Placement Range is 3. I thought this value could be the range from the impact point where placement could be validated or something like that but it didn't change a thing when I set it to 5 or more.
I would throw in a Search Area effect maybe that searches around the caster before using the pull back missile?
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 My idea was to create a placeholder unit near the caster then move the target ot the placeholder unit if its a ground unit. This way the placeholder ground unit would be spawned in the nearest possible location. What do you think?
EDIT: So far I've been unable to make it work. When I set a Impact Location Effect it stops working no matter what I use as Impact Location Value. If I switch it back to no effect and Caster Point as value it works, but it wont use the placeholder I created :-/
So I found how to use the placeholder unit and placement range in the Launch Missile effect. I just checked the Placement Ignore Cliff Test flag and the target unit is moved to the placeholder unit.
Well, I learned something today.
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
Apologies if this is somewhat of a necro. I found this thread while trying to solve a pathfinding issue with my abduct ability and wasn't able to easly find the thread that SoulFilcher referenced. In case anyone else has this issue, Renee's thread is located here:
http://www.sc2mapster.com/forums/general/general-chat/37616-tutorial-demo-1-5-alpha-launch-missile-effect-to-create/