After taking some cues from another thread asking about a dash-type ability (here), I took a shot at recreating it, and it works for the most part aside from two hitches:
-The caster only moves directly south, regardless of which direction the ability is cast/the caster's original orientation
-after moving with the Apply Force effect, the caster walks back to its point of origin
I'll attach the file so I don't trip over myself explaining what I did, but this has been stumping me for a while so I figured it's about time to take it to the forums.
If anyone has any clues on how to fix this, please let me know!
you have to disable "turnable" on the target unit in order to make it look like pushing (using a buff). i (as always cannot open the map roperly because of HotS) think you have to add the effect itself to "whichlocation": BlitzApplyForce:TargetPoint and then maybe change to negative values.
Ah, thanks! I changed the location to TargetPoint, which solved the problem of the unit only moving directly south - however, that solution has brought another problem: while the desired effect would be to have the unit always move a set number of units in the target direction, if the cast point is closer than the maximum range, the unit will jitter on the spot until the Create Persistent effect ends. Is there a way to force the unit to continue moving in the target direction for X units, even once it reaches the Target Point?
Another problem that's been stumping me - is there a way to prevent the unit from immediately returning to its origin point after causing the Apply Force effect? My best guess is that there's a flag somewhere on the unit's properties that can turn off this sort of behavior, but I don't even know where to start looking.
I've also remade the test map without the HotS dependency, so please let me know if it works for you!
By this, do you mean setting the Periodic Offset's Y value? I've currently set mine to 6, but it doesn't seem to be doing much - using the ability towards a target point closer than 6 units still causes the Apply Force to rapidly force the user towards that one point. I have also tried setting a (0,6,0) coordinate 12 times (one for each period) but that also does not work. Aha! It turns out the Location Offset: End was set to Target Point, meaning that the Target Point was as far as it would go - changing this to Caster Unit (which is the same as the Location Offset: End) now allows the dash effect to travel its full duration every time, regardless of whether the target unit is closer than the maximum range.
I guess the last thing I'm having trouble with is the automatic return command after the Persistent ends (where the unit will immediately walk back towards where it started off as soon as the Create Persistent ends). Is this just something that units will do no matter what, or is there a way to override it? I've added a Stop command to the end of the Persistent, but there's still a bit of a jitter since the return command fires off a split second before the Stop command kicks in. It's not the cleanest way so I'm going to try to figure out another way, but what I have now can work if there's no other way.
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After taking some cues from another thread asking about a dash-type ability (here), I took a shot at recreating it, and it works for the most part aside from two hitches:
-The caster only moves directly south, regardless of which direction the ability is cast/the caster's original orientation
-after moving with the Apply Force effect, the caster walks back to its point of origin
I'll attach the file so I don't trip over myself explaining what I did, but this has been stumping me for a while so I figured it's about time to take it to the forums.
If anyone has any clues on how to fix this, please let me know!
@ItemsGuy: Go
you have to disable "turnable" on the target unit in order to make it look like pushing (using a buff). i (as always cannot open the map roperly because of HotS) think you have to add the effect itself to "whichlocation": BlitzApplyForce:TargetPoint and then maybe change to negative values.
@FunkyUserName: Go
Ah, thanks! I changed the location to TargetPoint, which solved the problem of the unit only moving directly south - however, that solution has brought another problem: while the desired effect would be to have the unit always move a set number of units in the target direction, if the cast point is closer than the maximum range, the unit will jitter on the spot until the Create Persistent effect ends. Is there a way to force the unit to continue moving in the target direction for X units, even once it reaches the Target Point?
Another problem that's been stumping me - is there a way to prevent the unit from immediately returning to its origin point after causing the Apply Force effect? My best guess is that there's a flag somewhere on the unit's properties that can turn off this sort of behavior, but I don't even know where to start looking.
I've also remade the test map without the HotS dependency, so please let me know if it works for you!
@ItemsGuy: Go
you can create an persistant that creates your force effect with offset to your desired range independent from the target point distance.
@FunkyUserName: Go
By this, do you mean setting the Periodic Offset's Y value? I've currently set mine to 6, but it doesn't seem to be doing much - using the ability towards a target point closer than 6 units still causes the Apply Force to rapidly force the user towards that one point. I have also tried setting a (0,6,0) coordinate 12 times (one for each period) but that also does not work.Aha! It turns out the Location Offset: End was set to Target Point, meaning that the Target Point was as far as it would go - changing this to Caster Unit (which is the same as the Location Offset: End) now allows the dash effect to travel its full duration every time, regardless of whether the target unit is closer than the maximum range.I guess the last thing I'm having trouble with is the automatic return command after the Persistent ends (where the unit will immediately walk back towards where it started off as soon as the Create Persistent ends). Is this just something that units will do no matter what, or is there a way to override it? I've added a Stop command to the end of the Persistent, but there's still a bit of a jitter since the return command fires off a split second before the Stop command kicks in. It's not the cleanest way so I'm going to try to figure out another way, but what I have now can work if there's no other way.