to make an ability 'jump' check out this thread here
you can even download the map and explore the data/triggers behind it in more detail.
also the ability shown in the vid doesnt let you jump up cliffs because of a flag some where or a validator that checks to make sure you are on the same cliff level or higher than where you want to jump. simply deleting this validator or checking/changing the flag should allow your units to jump up cliffs.
Hey, im pretty new to the editor but, i think you could make the behavior for the unit being able to jump cliffs and then make an ability which could like trigger applying the behavior to the unit, and then you could set the behavior to a short duration.
well the link i gave you basically creates an ability so then if you wanted to have it on a cooldown all you would have to do is go into the cost+ field and set the time use part of the cooldown section.
Check the Left 2 Die Hunterling, his leap ability is a one shot leap. Basically you morph your unit into a flying version of your original unit and order it to go to the target location then force it to morph back. The data for the ability is somewhat complicated, but it works perfectly.
You may also try to launch a missile with some parabola mover. The missile looks like your unit and while it flies, you hide the caster. On impact, you execute a teleport effect. Visually it looks nice, and it works for all aspects, except attacking the unit while jumping; you probably want to make the unit invulnerable while jumping.
abvdzh, you got a bug: If you cast jump at the location of the caster, you get a "divide by zero" error message, the jump fails and the unit stays uncommandable. However, if it is solely controlled by your AI trigger, that is not an issue
Yea, but this problem can be easily solved from data or triger, just add minimum range validator. I just abandoned this map for awhile, cuz im learning actors now.
Easiest solution is to apply a buff with the No Draw flag on missile launch and on impact teleport the unit to the impact location and remove the other buff.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Well, I am not using any abilities.. just a classic "platform-jump" - im trying to make a 2d game
Is there no way to make my marine able to jump up cliffs by changing some parameter somewhere?
Edit: Well I got it working by changing some movement parameters but now i can walk up cliffs aswell making it look like an invisible ramp and i dont want that..anyone got a clue?
Unfortunately you cant change mover of a unit via flag in behaviour that applied to it. So if you using some trigger function, create flying copy of a unit (duplicate unit and change mover type to flying), this is necessary if you want to go over cliffs and doodads. Then you need to create two abilities with type-morph. First one will change primary unit to flying unit, second will change flying unit to primary after landing. Thats what you need to make in data. After that, just insert two actions in your trigger function. First action will be issue order - morph to flying form, u need to put it before jump calculation, in the begining of function, and second action will be issue order- morph to ground form ( put it after all calculations in your function )
There is no way to make it easier yet. Except of missile approach of course.
But there's still an "invisible" ramp at the cliff, even if im not flying.. I cant walk up the cliff but its height gets a bit higher and when standing just beneath a cliff makes it look like my unit is levitating
any ideas?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
How would I go about creating an ability that lets you leap up a cliff level and down?
Also, how do I stop an ability from overriding the previous command? As in when I activate it, my unit keeps on moving?
@Neonsz: Go If you want it to be just like the Reaper's ability, give the unit the proper mover. For the Reaper I believe its called Cliff Jumper.
For your second question, try enabling the Transient flag for your ability.
Your unit also needs the Jump behaviour being enabled. So you can easily have a Behavior type ability that is transient.
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
to make an ability 'jump' check out this thread here you can even download the map and explore the data/triggers behind it in more detail.
also the ability shown in the vid doesnt let you jump up cliffs because of a flag some where or a validator that checks to make sure you are on the same cliff level or higher than where you want to jump. simply deleting this validator or checking/changing the flag should allow your units to jump up cliffs.
I actually forgot everything about the reaper... I'm going to look at its behaviours and figure it out myself :D If I can't I'll look here xD
Aight, I got it working.
Any idea how I can make this a oneshot ability? So that my unit can jump one cliff via an ability and then it goes on cooldown. Possible?
@Neonsz: Go
Hey, im pretty new to the editor but, i think you could make the behavior for the unit being able to jump cliffs and then make an ability which could like trigger applying the behavior to the unit, and then you could set the behavior to a short duration.
@Neonsz: Go
well the link i gave you basically creates an ability so then if you wanted to have it on a cooldown all you would have to do is go into the cost+ field and set the time use part of the cooldown section.
Check the Left 2 Die Hunterling, his leap ability is a one shot leap. Basically you morph your unit into a flying version of your original unit and order it to go to the target location then force it to morph back. The data for the ability is somewhat complicated, but it works perfectly.
Use a Behavior type ability to apply/remove it.
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
To make a perfect leap ability u need to use triggers or wait for hots. Learn attached map if u interested
You may also try to launch a missile with some parabola mover. The missile looks like your unit and while it flies, you hide the caster. On impact, you execute a teleport effect. Visually it looks nice, and it works for all aspects, except attacking the unit while jumping; you probably want to make the unit invulnerable while jumping.
abvdzh, you got a bug: If you cast jump at the location of the caster, you get a "divide by zero" error message, the jump fails and the unit stays uncommandable. However, if it is solely controlled by your AI trigger, that is not an issue
Yea, but this problem can be easily solved from data or triger, just add minimum range validator. I just abandoned this map for awhile, cuz im learning actors now.
Hey im using the jump script from ArcadeRenegade - but why cant my units jump to other heights and cliffs? Its like a black wall
Easiest solution is to apply a buff with the No Draw flag on missile launch and on impact teleport the unit to the impact location and remove the other buff.
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
Arnh, to jump on cliff you need to morph unit into flying version of this unit that uses same actor as primary unit. Watch my map.
That is another alternative.
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
Well, I am not using any abilities.. just a classic "platform-jump" - im trying to make a 2d game
Is there no way to make my marine able to jump up cliffs by changing some parameter somewhere?
Edit: Well I got it working by changing some movement parameters but now i can walk up cliffs aswell making it look like an invisible ramp and i dont want that..anyone got a clue?
Unfortunately you cant change mover of a unit via flag in behaviour that applied to it. So if you using some trigger function, create flying copy of a unit (duplicate unit and change mover type to flying), this is necessary if you want to go over cliffs and doodads. Then you need to create two abilities with type-morph. First one will change primary unit to flying unit, second will change flying unit to primary after landing. Thats what you need to make in data. After that, just insert two actions in your trigger function. First action will be issue order - morph to flying form, u need to put it before jump calculation, in the begining of function, and second action will be issue order- morph to ground form ( put it after all calculations in your function )
There is no way to make it easier yet. Except of missile approach of course.
But there's still an "invisible" ramp at the cliff, even if im not flying.. I cant walk up the cliff but its height gets a bit higher and when standing just beneath a cliff makes it look like my unit is levitating
any ideas?